

Reflect on back side – When enabled, reflections are computed for back-facing surfaces too. For more information, see the Reflection Depth example below. Scenes with lots of reflective and refractive surfaces may require higher values to look right. Max depth – Specifies the number of times a ray can be reflected. For a list of metal shaders' IOR, see the Metal Shaders IOR page. For more information, see Understanding Metalness blog post. The reflection color should typically be set to white for real world materials. This parameter can be used with PBR setups coming from other applications. Note that intermediate values between 0.0 and 1.0 do not correspond to any physical material. Metalness – Controls the reflection model of the material from dielectric (metalness 0.0) to metallic (metalness 1.0). For more information, see the Fresnel Option example below. Note that this parameter has no effect on metallic materials with Metalness value of 1.0. Normally this is locked to the Refraction IOR parameter, but it can be unlocked for finer control. This parameter can be mapped with a texture in the Maps rollout. Note that the Fresnel effect depends on the index of refraction as well.įresnel IOR – Specifies the IOR to use when calculating Fresnel reflections. Fresnel reflections calculation also interpolates glossy reflections and refractions on a 'microfacet' level to ensure more natural effect with less brightening of the grazing edges as the glossiness is decreased. Some materials in nature (glass, etc.) reflect light in this manner.

For more information, see the V-Ray Roughness page.įresnel reflections – When enabled, the reflection strength becomes dependent on the viewing angle of the surface. If BRDF is set to Use roughness, this option becomes Reflection roughness. For more information, see the Reflection Glossiness example below. A value of 1.0 means perfect mirror-like reflection lower values produce blurry or glossy reflections. For more information, see the Reflection Color example below. This parameter can be mapped with a texture in the Maps rollout. Note that the reflection color dims the diffuse surface color based on the Energy preservation mode option.

Reflect – Specifies the amount of reflection and the reflection color.
