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Shaded Parameter | MXM Mapping |
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Color | Base BSDF Reflectance 0° (attenuated); BSDF Reflectance 90° 255, 255, 255 |
Ambient Factor | Attenuates Color and Specular Color (not applied to bitmaps; use map adjustment controls) |
Diffuse Factor | Attenuates Color and Specular Color (not applied to bitmaps; use map adjustment controls) |
Specular Factor | Top Coat Layer Opacity/Mask (Layer is additive) |
Specular Roughness | Top Coat Layer BSDF roughness |
Specular Color | Top Coat Layer BSDF Reflectance 0° & Layer 1 BSDF Reflectance 90° |
Transparency | Top Coat and Base Layer Opacity/Mask multiplier |
Realistic Match
Similar to Closest Match, by yields materials that will appear to be more naturalistic, and will generally clear noise faster and should not exhibit artifacts.
This material should generally be preferred over Closest Match.
Matte
Dead flat or matte appearance. A shortcut to setting Specular Roughnessto zero; useful in existing projects where the specularity needs to remain as-is for other renderers.
Industrial Coating
Yields a baked enamel-type finish. Specular Roughness values result in materials like car paint; higher values resemble a powder-coated finish.
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Shaded Parameter | MXM Mapping |
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Color | Base BSDF Reflectance 0° (attenuated); Base BSDF Reflectance 90° (full color) |
Ambient Factor | Attenuates Color (not applied to bitmaps; use map adjustment controls) |
Diffuse Factor | Attenuates Color (not applied to bitmaps; use map adjustment controls) |
Specular Factor | Not Used |
Specular Roughness | Base Layer BSDF roughness |
Specular Color | Not Used |
Transparency | Top Coat and Base Layer Opacity/Mask multiplier |
Anodized
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Aluminum
Results in a multi-layer anodized surface. The lowed the Specular Roughness, the "shinier" the material.
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