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"Industrial Coating" Material Hint. Color: 165, 165, 165. The Specular Factor parameter is not used with this hint.

Rubber

For simulating rubber and similar materials, such as tires. Uses both the Specular Factor and Specular Roughness parameters. Lower Specular Roughness values will make the rubber look "harder."

SSS, Simple

A simple interface for Maxwell's sub-surface scattering. Useful for waxes, foods, translucent plastics, fluids with particulate mater.

This hint can result in materials which will increase rendering times significantly.

Water

The water hint will work well without adjustment in most cases. Only the '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.

Architectural Glass, Normal

Use for efficient-rendering architectural glass. In most cases, they will work well without adjustment. These materials will reflect, but not refract, light. Apply to surfaces (planes) only, not solid volumes.

The 'Shaded' Color parameter controls the tint of the glass. The Transparency parameter controls the layer weight.

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The Clear architectural glass variant applies an additional top coat to the glass which may be useful for some applications. Experiment with both types to see which works better for your application. Apply to surfaces (planes) only, not solid volumes.

This hint creates a single layer containing two BDSFs.

Glass, High Grade

Physically accurate glass. Appropriate for glassware, and glass sheets where the edges are completely exposed. Apply to watertight volumes only, not surfaces.

This hint creates a single BDSF.

Glass, Low Reflectivity

Like Glass, High Grade, except less reflective, making it a better choice in some archvis situations.

This hint creates a single BDSF.

Glass, Frosted

Higher Specular Roughness values will result in a rougher glass surface. The Transparency parameter controls the degree of attenuation as light passes though solid glass.

This hint creates a single BDSF.

Mirror

A shortcut for simulating an accurate mirror. Specular Factor  and Specular Roughness are ignored.

This hint creates a single BDSF.

Anodized Aluminum

Results in a multi-layer anodized surface. The lower the Specular Roughness, the "shinier" the material.

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For highly realistic metal materials, referenced MXM files with complex IOR files and bump or roughness maps are recommended.

Water

The water hint will work well without adjustment in most cases. Only the '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

The metal hints create a single layer containing two BSDFs.

 

Emitter

See formZ | Lighting | Emitter Materials

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