Additive Mode – Defines how the base and coat materials blend together. See the Default vs Additive example below. Default – The material behaves in a physically accurate manner, where each layer that reflects light blocks the reflections from reaching the layers below it. For example, light reflected off BRDF coat material 2 won't reach BRDF coat material 1. Additive – The material behaves like a multi-layered Shellac material, meaning light reaches all layers equally and its reflection from each layer is added together. This can result in more light reflecting from the material than is shining on it, which makes the result physically incorrect. If this option is used, the blend amounts and reflectivity properties of each material need to be carefully set up so the sum of their reflectivity is not more than 1 (e.g. if each sub-material has only diffuse parts, then the sum of amount*diffuse_color of all materials should be less than (1.0,1.0,1.0) or (255,255,255) if you view colors in 0-255). For these reasons, it is not recommended to use this option unless you know this is the desired result. MDL Normalize (GPU) – Uses the NVIDIA MDL normalize method for blending. This mode is only applicable when using V-Ray GPU. MDL Clamp Max (GPU) – Uses the NVIDIA MDL clamp max method for blending. This mode is only applicable when using V-Ray GPU. Transparency – Specifies the transparency of the material. BRDF Count – Specifies the number of coats to use in the material. Clear – Returns the BRDF Count to a value of 1. Layer Name – The name of the layer. BRDF Weight – The blend amount. Specifies how much of the final result is contributed by the corresponding coating material, and the rest of the materials below it. If a value of 1 is specified, the final result is comprised of the coat material only, and other materials below it are blocked. If a value of 0 is specified, the coat material has no effect on the final result. See the BRDF Weight example below. |