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Results in a multi-layer anodized surface. The lower the Specular Roughness, the "shinier" the material.
Aluminum,
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Chromium, Cobalt, Cobalt, Copper, Gold, Iron, Nickle, Silver, Titanium
The metals series creates efficient-rendering metals with minimal effort. The only parameters that need to be adjusted are the color and roughness"Shaded' Color and Specular Roughness.
For highly realistic metal materials, referenced MXM files with complex IOR files and bump or roughness maps are recommended.
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Metals Technical Summary
- 1 layer
- 2 BDSFs weighted 60:40
- ND, K, and Reflectance 90° set appropriately for each metal type
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Water
The water hint will work well without adjustment in most cases. Only the color and transparency 'Shaded' Color and Transparency parameters affect the material.
The color parameter controls the tint of the water. Note that the attenuation of light (transparency parameter) must be set to a relatively low value for the tint to be apparent.
The transparency parameter controls the attenuation of light though the water. At 1% transparency, half the light will be attenuated after 1 meter; at 100% half the light will be attenuated after 10 meters. If transparency is set to none (or 0) a default attenuation of 10 meters will be used.
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Water Technical Summary
- 1 layer
- 1 BDSF
- ND and K set appropriately for water
- Reflectance 0° and Reflectance 90° set to 0,0,0
- Roughness set to 0
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Emitter
See formZ | Lighting | Emitter Materials
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