Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

BRDFSSS2Complex is a complete material with diffuse and specular components that can be used directly, without the need of a Blend material. More exactly, the material is composed of three layers: a specular layer, a diffuse layer, and a sub-surface scattering layer. The sub-surface scattering layer is comprised of single and multiple scattering components. Single scattering occurs when light bounces once inside the material. Multiple scattering results from light bouncing two or more times before leaving the material.

  AnchorQuickSettingsQuickSettings

Quick Settings

 

Image Removed

 

 

Scatter Radius (cm) – Controls the amount of light scattering in the material. Smaller values cause the material to scatter less light and to appear more diffuse-like; higher values make the material more translucent. Note that this value is specified always in centimeters (cm); the material will automatically convert it into scene units based on the currently selected system units. For more information, see the Scatter Radius example below.

IOR – Specifies the index of refraction for the material. Most water-based materials like skin have IOR of about 1.3.

SubSurface

...

Scatter Color – Specifies the internal scattering color for the material. Brighter colors cause the material to scatter more light and to appear more translucent; darker colors cause the material to look more diffuse-like.

Specular Color – Determines the specular color for the material.

Specular Amount – Determines the specular amount for the material. Note that there is an automatic Fresnel falloff applied to the specular component, based on the IOR of the material.

Specular Glossiness – Determines the glossiness (highlights shape). A value of 1.0 produces sharp reflections, lower values produce more blurred reflections and highlights.

 

...

Scattering

...

...

 

Image RemovedImage Added

 

 

Scale – Additionally  – Additionally scales the subsurface scattering radius. Normally, BRDFSSS2Complex will take the scene units into account when calculating the subsurface scattering effect. However, if the scene was not modeled to scale, this parameter can be used to adjust the effect. It can also be used to modify the effect of the presets, which reset the Scatter radius parameter when loaded, but leave the Scale parameter unchanged. For more information, see the the Scale example example below.

Index of Refraction  – Specifies the index of refraction for the material. Most water-based materials like skin have IOR  – Please see the Quick Settings Section.Opacityof about 1.3.

Overall Color – Controls the overall coloration for the material. This color serves as a filter for both the diffuse and the sub-surface component.

Opacity – Specifies how opaque or transparent the material is.

Multiplier – Controls the strength of the Opacity.

 

Anchor
scale
scale

...


Example: Scale

...

 

 

...

 

Diffuse and SSS Layers

...


Image RemovedImage Added

 

 

Overall Color – Controls the overall coloration for the material. This color serves as a filter for both the diffuse and the sub-surface component.

Diffuse Color – Specifies the color of the diffuse portion of the material.

Diffuse Amount – The amount for the diffuse component of the material. Note that this value in fact blends between the diffuse and sub-surface layers. When set to 0.0, the material does not have a diffuse component. When set to 1.0, the material has only a diffuse component, without a sub-surface layer. The diffuse layer can be used to simulate dust etc. on the surface.

Color Mode – Determines which method is used to control the sub surface scattering effect.

Sub-surface color + scatter radius – The subsurface effect is controlled with the help of the sub-surface color and scatter color parameters.
Scatter coefficient + fog color – The subsurface effect is controlled with the help of the scatter coefficient and fog color parameters.

Sub-Surface Color – Please see the Quick Settings Section. For Sub-Surface Color – Specifies the general color for the sub-surface portion of the material.  For more information, see the Sub  Sub Surface Color example below below

Scatter Color Please see the Quick Settings Section.  – Specifies the internal scattering color for the material. Brighter colors cause the material to scatter more light and to appear more translucent; darker colors cause the material to look more diffuse-like. For more information, see the the Scatter Color example below below.

Scatter Scatter Radius (cm) – Please see the Quick Settings Section.  – Determines the specular color for the material. For more information, see the the Scatter Radius example below below

Phase Function – A value between -1.0 and 1.0 that determines the general way light scatters inside the material. Its effect can be somewhat likened to the difference between diffuse and glossy reflections from a surface, however the phase function controls the reflection and transmittance of a volume. A value of 0.0 means that light scatters uniformly in all directions (isotropic scattering); positive values mean that light scatters predominantly forward in the same direction as it comes from; negative values mean that light scatters mostly backward. Most water-based materials (e.g. skin, milk) exhibit strong forward scattering, while hard materials like marble exhibit backward scattering. This parameter affects most strongly the single scattering component of the material. Positive values reduce the visible effect of single scattering component, while negative values make the single scattering component generally more prominent. For more information, see the the Phase Function example or the the Phase Function: Light Source example below. 

 


Anchor
subSurfaceColor
subSurfaceColor

...

Section
bordertrue
Column
width5%

 

Column
width30%

Phase Function = -0.9

Column
width30%

Phase Function = 0

Column
width30%

Phase Function = 0.0

Column
width5%

 

 

 

...

 

Specular Layer  

...

 

Image RemovedImage Added  

Specular Color – Please see the Quick Settings Section.

Specular Amount – Please see the Quick Settings Section.

Specular Glossiness – Please see the Quick Settings Section.

Cut-off Threshold – Specifies a threshold below which reflections will not be traced. V-Ray tries to estimate the contribution of reflections to the image, and if it is below this threshold, these effects are not computed. Do not set this to 0.0 as it may cause excessively long render times in some cases.

Trace Reflections – Enables the calculations of glossy reflections. When disabled, only highlights will be calculated.

Trace  

Reflections – Enables the calculations of reflections. When disabled, only specular highlights will be calculated. 

Color – Determines the specular color for the material.

Amount – Determines the specular amount for the material. Note that there is an automatic Fresnel falloff applied to the specular component, based on the IOR of the material.

Glossiness – Determines the glossiness (highlights shape). A value of 1.0 produces sharp reflections, lower values produce more blurred reflections and highlights.

Reflection Depth – Specifies the number of reflection bounces for the material.

 

...

Scattering Options

...

 

 

The options in this roll out allow you to control the method used to calculate the sub surface effect and the quality of the final result.Preset


Image Added

 

Multiple Scatter – Specifies the method used to calculate the subsurface scattering effect.

Prepass-based illum map  – Uses an approach similar to the irradiance map to approximate the sub-surface scattering effect. It requires a prepass and the quality of the final result depends on the Prepass rate parameter.
Object-based illum map – Similar to the Prepass-based illumination map in that it also creates an illumination map used to approximate the final result. The only difference is the method used for sample placement. Rather than using the resolution of the image as a guide the samples are placed based on the surface area of the geometry. When this mode is used the final quality depends on the Samples per Unit Area parameter.
Raytraced – Uses true raytracing inside the volume of the geometry to get the subsurface scattering effect. This method is physically accurate and produces the best results.
None (diffuse approx.) – Does not calculate the multiple scattering effect and uses a diffuse approximation instead.

Prepass Rate Single Scatter – Controls how the single scattering component is calculated. For more information, please see the Single Scatter Presets example below.

None  No single scattering component is calculated.
Simple – The single scattering component is approximated from the surface lighting. This option is useful for relatively opaque materials like skin, where light penetration is normally limited. 
Raytraced (solid)   The single scattering component is accurately calculated by sampling the volume inside the object. Only the volume is raytraced. No refraction rays on the other side of the object are traced. This option is useful for highly translucent materials like marble or milk, which at the same time are relatively opaque. 
Raytraced (refractive) – Similar to the Raytraced (solid) mode, but refraction rays are traced as well. This option is useful for transparent materials like water or glass. In this mode, the material also produces transparent shadows.  

Scatter GI – Controls whether the material accurately scatters global illumination. When disabled, the GI is calculated using a simple diffuse approximation on top of the subsurface scatterin. When enabled, the GI is included as part of the surface illumination map for multiple scattering. The latter is more accurate especially for highly translucent materials, but may slow down the rendering quite a bit. 

Refraction Depth – Determines the depth of refraction rays when the single scatter parameter is set to Raytraced (solid)

 

Prepass Map Options

...

This rollout option is available when the Multiple Scatter parameter is set to Prepass-based illumination map, Object-based illumination map or None.

Image Added


Prepass Mode – This parameter is similar to the Mode parameter of the irradiance map and controls the way V-Ray handles the illumination map for the subsurface scattering.

New Map Every Frame – Calculates a new map for each frame of the animation. 

Save Every Frame – Calculates a new map and saves it on the hard drive for every frame of the animation. 

Load Map Every Frame – Looks for and loads a previously saved illumination map for each frame of the animation. 

Save/Load Fly Through Map – Creates and loads a single illumination map for all frames of the animation when only the camera is moving.

Prepass File Name – Specifies a file name for the illumination map to be saved or loaded from.

Prepass Rate – Accelerates the calculation of multiple scattering by precomputing the lighting at different points on the surface of the object and storing them in a structure called an called an illumination map, which is similar to the irradiance map used to approximate global illumination, and uses the same prepass mechanism built into V-Ray that is also used for e.g. interpolated glossy reflections/refractions. This parameter determines the resolution at which surface lighting is computed during the prepass phase. A value of 0 means that the prepass will be at the final image resolution; a value of -1 means half the image resolution, and so on. For high quality renders it is recommended to set this to 0 or higher, as lower values may cause artifacts or flickering in animations. If the chosen prepass rate is not sufficient to approximate the multiple scattering effect adequately, BRDFSSS2Complex will replace it with a simple diffuse term. This can happen, for example, for objects that are very far away from the camera, or if the subsurface scattering effect is very small. This simplification is controlled by the the Prepass blur parameter parameter. For more information, see the Prepass Rate example belowExample below. 

Prepass ID – Allows several BRDFSSS2Complex materials to share the same illumination map. This could be useful if different BRDFSSS2Complex materials applied on the same object - either through a Multi/Sub-Object material, or inside a VRayBlendMtl material. If the the Prepass ID is 0, then the material will compute its own local illumination map. If this is greater than 0, then all materials with the specified ID will share the same map.

Auto Calculate Density – When enabled, V-Ray automatically assigns the number of samples to be used for each square unit of surface on the geometry. Enabling this option disables the Samples the Samples per unit area parameterarea parameter.

Samples Per Unit Area – This parameter has effect only when the Auto calculate density check box is disabled. It allows you to control the number of samples that are going to be taken for each square unit of the geometry surface. The size of one unit is controlled by the SketchUp scene units set up. Increasing this value means that more samples are going to be taken which produces higher quality results at the cost of increased render times.

Samples Offset  – To prevent artifacts, each sample is taken a tiny distance away from the actual surface in the direction of the normal. This parameter controls that offset.

Prepass Mode – This parameter is similar to the Mode parameter of the irradiance map and controls the way V-Ray handles the illumination map for the subsurface scattering.

Save Every Frame – Calculates a new map and saves it on the hard drive for every frame of the animation.
Load Map Every Frame – Looks for and loads a previously saved illumination map for each frame of the animation.
Save/Load Fly Through Map – Creates and loads a single illumination map for all frames of the animation when only the camera is moving.

Prepass File Name – Specifies a file name for the illumination map to be saved or loaded from.

 

AnchorprepassRateprepassRateBlur – Controls if the material will use a simplified diffuse version of the multiple scattering when the prepass rate for the direct lighting map is too low to adequately approximate it. A value of  0.0  will cause the material to always use the illumination map. However, for objects that are far away from the camera, this may lead to artifacts or flickering in animations. Larger values control the minimum required samples from the illumination map in order to use it for approximating multiple scattering.

Interpolation Accuracy – Controls the quality of the approximation of the multiple scattering effect when the type is Prepass-based illumination map or Object-based illumination map. Larger values produce more accurate results but are slower to render. Lower values render faster, but too low values may produce blocky artifacts on the surface.

 


Anchor
prepassrate
prepassrate

Example: Prepass Rate


This example shows the effect of the Prepass rate parameter. To better show the effect, the Prepass blur parameter is set to 0.0 for these images, so that BRDFSSS2Complex does not replace the sub-surface component with diffuse shading when there are not enough samples. Note how low values of the Prepass rate reduce render times but produce blocky artifacts in the image. Also note that more translucent objects can do with lower Prepass rate values, since the lighting is blurred anyways. In the examples below, when Scatter radius is 4.0 cm, the image looks fine even with Prepass rate of -1, whereas the at this rate, when Scatter radius is 1.0 cm, there are still visible artifacts.

 

Section
bordertrue
Column
width25%

Image Modified

Prepass = -3
Scatter Radius = 1cm

 

Column
width25%

Image Modified

Prepass = -1
Scatter Radius = 1cm

 

Column
width25%

Image Modified

Prepass = 0
Scatter Radius = 1cm

 

Column
width25%

Image Modified

Prepass = 1 
Scatter Radius = 1cm

 

Section
bordertrue
Column
width25%

Image Modified

Prepass = -3
Scatter Radius = 4cm

 

Column
width25%

Image Modified

Prepass = -1 
Scatter Radius = 4cm

 

Column
width25%

Image Modified

Prepass = 0 
Scatter Radius = 4cm

 

Column
width25%

Image Modified

Prepass = 1
Scatter Radius = 4cm

 

 

 

Single Scattering Options

 

Image Removed

Preset – Specifies the method used to calculate the single scattering component. For more information, please see the Single Scatter Presets example below.

None – No single scattering component is calculated.
Simple – Approximates the single scattering component from the surface lighting. This option is useful for relatively opaque materials like skin, where light penetration is normally limited.
Raytraced (solid) – Accurately calculates the single scattering component by sampling the volume inside the object. Only the volume is raytraced; no refraction rays on the other side of the object are traced. This is useful for highly translucent materials like marble or milk, which at the same time are relatively opaque.
Raytraced (refractive) – Similar to the Raytraced (solid) mode, but, in addition, refraction rays are traced. This option is useful for transparent materials like water or glass. In this mode, the material will also produce transparent shadows.

Single Scatter Subdivisions – Determines the number of samples to make when evaluating the single scattering component when the Single scatter mode is set to Raytraced (solid) or Raytraced (refractive). For more information, see the Single Scatter Mode example below.

Refraction Depth – Determines the depth of refraction rays when the Single scatter parameter is set to Raytraced (refractive) mode.

Front Lighting – Enables the multiple scattering component for light that falls on the same side of the object as the camera.

Back Lighting – Enables the multiple scattering component for light that falls on the opposite side of the object as the camera. If the material is relatively opaque, turning this off will speed up the rendering.

Scatter GI – Controls whether the material will accurately scatter global illumination. When off, the global illumination is calculated using a simple diffuse approximation on top of the sub-surface scattering. When on, the global illumination is included as part of the surface illumination map for multiple scattering. This is more accurate, especially for highly translucent materials, but may slow down the rendering quite a bit.

Prepass Blur – Controls if the material will use a simplified diffuse version of the multiple scattering when the prepass rate for the direct lighting map is too low to adequately approximate it. A value of 0.0 will cause the material to always use the illumination map. However, for objects that are far away from the camera, this may lead to artifacts or flickering in animations. Larger values control the minimum required samples from the illumination map in order to use it for approximating multiple scattering.

Interpolation Accuracy – Controls the quality of the approximation of the multiple scattering effect when the type is Prepass-based illumination map or Object-based illumination map. Larger values produce more accurate results but are slower to render. Lower values render faster, but too low values may produce blocky artifacts on the surface.

 

...

 

Anchor
singlescatterpresets
singlescatterpresets



Example: Single Scatter Presets

 

This example shows the effect of the Single scatter mode parameter. For relatively opaque materials, the different Single scatter modes produce quite similar results (except for render times). In the following set of images, the Scatter radius is set to 0.5 cm. 
In the second set of images, the Scatter radius is set to 50.0 cm. In this case, the material is quite transparent, and the difference between the different Single scatter modes is apparent. Note also the transparent shadows with the Raytraced (refractive) mode.

 

Section
Column
width5%

 

Column
width30%

Image Modified

Preset = Simple


Column
width30%

Image Modified

Preset = Ray Traced Solid


Column
width30%

Image Modified

Preset = Ray Traced Refractive


Column
width5%

 

Section
Column
width5%

 

Column
width30%

Image Modified

Preset = Simple


Column
width30%

Image Modified

Preset = Ray Traced Solid


Column
width30%

Image Modified

Preset = Ray Traced Refractive


Column
width5%

 

Note: The "Happy Buddha" model is from the Stanford scanning repository (http://graphics.stanford.edu/data/3Dscanrep/)

 

Multipliers

...

 

...

Image Added

 

Image Removed

 

 

Linear Workflow – When enabled, V-Ray will automatically apply the inverse of the Gamma correction set in the Gamma field to the material.

 

Multipliers

 

Image Removed

 

 

Opacity – Specifies a multiplier for the texture loaded in the Opacity slot.

Overall Color – Specifies a multiplier for the texture loaded in the Overall Color slot.

Diffuse Color – Specifies a multiplier for the texture loaded in the Diffuse Color slot.

Diffuse Amount – Specifies a multiplier for the texture loaded in the Diffuse Amount slot.

Sub-Surface Color – Specifies a multiplier for the texture loaded in the Sub-Surface Color slot.

Scatter Color – Specifies a multiplier for the texture loaded in the Scatter Color slot.

Scatter Radius – Specifies a multiplier for the texture loaded in the Scatter Radius slot.

Phase Function – Specifies a multiplier for the texture loaded in the Phase Function slot.

Specular Color – Specifies a multiplier for the texture loaded in the Specular Color slot.

Specular Amount – Specifies a multiplier for the texture loaded in the Specular Amount slot.

Specular Glossiness – Specifies a multiplier for the texture loaded in the Specular Glossiness slot.

Options

Main

 

Image Removed

 

 

Disable Volume Fog – When disabled, V-Ray will trace direct lighting into the material.

Only in Secondary – When enabled, the material will only be visible in the reflection or refraction.

Reflect on Backside – When enabled, reflections will be computed for back-facing surfaces too. Note that this affects total internal reflections (when refractions are computed).

Can be OverriddenMode – Specifies how textures and colors are blended by the multipliers. 

Multiply – When set to Multiply, the texture is blended with black color. 
Blend Amount – When Blend Amount is selected, the user-specified color is used for blending. 

Opacity – Blends between the assigned texture and the mode specific color. 

Overall Color – Blends between the assigned texture and the mode specific color. 

Diffuse Color – Blends between the assigned texture and the mode specific color. 

Diffuse Amount – Blends between the assigned texture and the mode specific color. 

Sub-Surface Color – Blends between the assigned texture and the mode specific color. 

Scatter Color – Blends between the assigned texture and the mode specific color. 

Specular Color – Blends between the assigned texture and the mode specific color. 

Specular Glossiness – Blends between the assigned texture and the mode specific color.

 

Material Options

...

 

Image Added

 

Can be Overridden – When enabled, the material will be overridden when you enable the override color option in the Global Switches.

Cast Shadows – When disabled, the material will not cast shadows.

Refraction Max Depth – Specifies the number of times a ray can be refracted. Scenes with lots of refractive and reflective surfaces may require higher values to look right. -1 means that V-Ray will use the value specified on the “Max Depth” in the Global Switches.

 

Ignore Objects in Secondary

 

Image Removed

 

 

...

Optimized Exclusion – When enabled, the material will not be overridden when you enable the override color option in the Global Switches.

 

Color Options

 

Image Removed

 

 

Alpha Contribution – Allows the alpha channel of each material in the scene to be obtained. A value of 1 means no alpha and 0 means full alpha.

ID Color – Specifies a unique color that will be visible when rendering using the ID Color VFB Channel.

Material result – Allows the user to specify a Render Element for capturing the material's contribution to the scene.

 

Maps

This rollout contains the different texture maps for the various parameters of the material.

 

Image Removed

 

Bump

On Alpha contribution – Determines the appearance of the object in the alpha channel of the rendered image.

Normal (1) – A value of 1.0 means the alpha channel will be derived from the transparency of the material.
Ignore in Alpha (0)   A value of 0.0 means the object will not appear in the alpha channel at all. 
Black Alpha (-1) – A value of -1.0 means that the transparency of the material will cut out from the alpha of the objects behind. 

ID Color – Allows you to specify a color to represent this material in the Material ID VFB render element. 

Invisible for Reflections/Refractions – When enabled the objects with this material will not appear in reflections and refractions.

Optimize exclusion – Enables an alternative calculation method. This option is not recommended. 

 

Maps

...

These determine the various texture maps used by the material.

Bump/Normal Mapping

 

Image Added


Bump/ Normal Mapping – Enables or disables the bump or normal effect.

Texture – Specifies a texture to be used as a bump or normal map.

Multiplier – Controls the intensity of the bump or normal map.

Bump Type – Specifies whether a bump map or a normal map effect will be added to the base material.

Bump – Uses texture mapping in SketchUp; the object's mapping coordinates are used. Uses Greyscale information.
Normal in Tangent/Object/Camera/World space – The normal map is applied using the specified coordinate system.
Bump map in local space – Bump map using the object's local XYZ coordinates.
Explicit normals –  Uses explicit normals set by the SketchUp modifier to determine the orientation of the normal map.

 

Displacement

On Mode/Map – Specifies the map type. 

Bump Map
Local Space Bump 
Normal map 

Amount – Multiplies the bump map effect. 

Advanced Options

 

Normal Map Type – Specifies the normal map type. 

Tangent space
Object space
Screen space
World space 

Delta Scale – Decrease the value of the parameter to sharpen the bump, increase it for more blurry effect of the bump. 

 

Displacement

...

Image Added


Displacement – Enables or disables the displacement effect.

Texture – Specifies a texture to be used as a displacement map.

Multiplier – Controls the intensity of the displacement map.

Keep continuityMode/ Map – Specifies the mode in which the displacement will be rendered. 

2D Displacement – Bases the displacement on a texture map that is known in advanced. The displaced surface is rendered as a warped height-field based on that texture map. The actual raytracing of the displaced surface is done in texture space and the result is mapped back into 3D space. The advantage of this method is that it preserves all details in the displacement map. However, it requires the object to have valid texture coordinates. You cannot use this method for 3d procedural textures or other textures that use object or world coordinates. The parameter can take any values. 
Normal Displacement – Takes the original surface geometry and subdivides its triangles into smaller sub-triangles, which then are displaced. 

Amount – The amount of displacement. A value of 0.0 means the object appears unchanged. Higher values produce a greater displacement effect. This parameter can also take a negative value, in which case the displacement will push geometry inside the object. 

Shift – Specifies a constant, which will be added to the displacement map values, effectively shifting the displaced surface up and down along the normals. This can be either positive or negative.

Keep continuity – When enabled, tries to produce a connected surface, without splits, when there are faces from different smoothing groups and/or material IDs. Note that using material IDs is not a very good way to combine displacement maps since V-Ray cannot always guarantee the surface continuity. Use other methods (vertex colors, masks etc) to blend different displacement maps.

Use globals – When enabled, the Edge Length and Max Subdivs parameters will be determined by the global settings in the V-Ray Render Settings menu.

View dependentView dependent – When enabled, Edge length determines  determines the maximum length of a subtriangle edge in pixels. A value of 1.0 means that the longest edge of each subtriangle will be about one pixel long when projected on the screen. When disabled, Edge length is  is the maximum sub-triangle edge length in world units.

Shift – Specifies a constant, which will be added to the displacement map values, effectively shifting the displaced surface up and down along the normals. This can be either positive or negative.

Water Level – Clips the surface geometry in places where the displacement map value is below the specified threshold. This can be used for clip mapping a displacement map value below which geometry will be clipped .

Max subdivsEdge length – Determines the quality of the displacement. Each triangle of the original mesh is subdivided into a number of subtriangles. More subtriangles mean more detail in the displacement, slower rendering times and more RAM usage. Less subtriangles mean less detail, faster rendering and less RAM. The meaning of Edge length depends on the View dependent parameter. 

Max subdivs – Controls the maximum sub-triangles generated from any triangle of the original mesh when the displacement type is Subdivision. The . The value is in fact the square root of the maximum number of subtriangles. For example, a value of 256 means that at most 256 x 256 = 65536 subtriangles will be generated for any given original triangle. It is not a good idea to keep this value very high. If you need to use higher values, it will be better to tessellate the original mesh itself into smaller triangles instead. The actual subdivisions for a triangle are rounded up to the nearest power of two (this makes it easier to avoid gaps because of different tessellation on neighboring triangles).

Edge length – Determines the quality of the displacement. Each triangle of the original mesh is subdivided into a number of subtriangles. More subtriangles mean more detail in the displacement, slower rendering times and more RAM usage. Less subtriangles mean less detail, faster rendering and less RAM. The meaning of Edge length depends on the View dependent parameter.

 

Overrides

 

Image Removed

 

 

 

Water Level – Clips the surface geometry in places where the displacement map value is below the specified threshold. This can be used for clip mapping a displacement map value below which geometry will be clipped. 

Level Height – Value below which the geometry is clipped. 

 

Environment Overrides

...

Allows Background, Reflection, and Refraction maps from Environment Settings to be overridden for override the current material.

Override  

Image Added

 

Background – Enables and disables the specified map to override the corresponding map in Environment Settings

Color – Specifies a color for the overriding map.

Texture – Specifies a texture to be used as the overriding map.

Multiplier – Controls the intensity of the Texture map.the environment override. The slider works as an intensity multiplier. The checkbox allows you to assign a texture that overrides the environment for the material. 

Reflection – Enables the environment override. The slider works as an intensity multiplier. The checkbox allows you to assign a texture that overrides the environment for the material. 

Refraction – Enables the environment override. The slider works as an intensity multiplier. The checkbox allows you to assign a texture that overrides the environment for the material. 

 

Notes

...

Fancy Bullets
typecircle
  • When using either Raytraced (solid) or Raytraced (refractive) mode for the Single scatter parameter, you need to use VRayShadows for standard lights in order to get the correct results.

  • The BRDFSSS2Complex material computes sub-surface scattering only during the final image rendering. During other GI calculations phases (e.g. light cache or photon mapping), the material is calculated as a diffuse one.
  • For the reason explained above, BRDFSSS2Complex will render as a diffuse one with the progressive path tracing mode of the light cache.
  • You can layer several BRDFSSS2Complex materials using a VRayBlendMtl material in order to recreate more complex sub-surface scattering effects. In this case, any raytraced single scattering will only be calculated for the base material, but multiple scattering, reflections etc will work correctly for any layer. It might be helpful to use the Prepass ID parameter to make the materials share the same illumination map so that some of the calculations are reused.

...