Subdivs : As we increase the blur effect of our material, it gets distorted and noisy, to decrease that noise we need to increase the “Subdivs” value. This also controls the “Bluryness” of your material (the lower the value, the more blur it adds). glossiness : This controls the specular value of the material, its value also ranges from 0.0 to 1.0, and the working is same as “Hilight glossiness”. Its value ranges from 0.0 to 1.0, if you decrease its value from 1 to 0.9, a little bit of glossiness would be added to your material, as you decrease the value more, it will add more glossiness and increase in size. Its locked by default but you can unlock it by clicking the “L” button next to it. Hilight glossiness : This controls the glossiness of the material. The above result was achieved by changing the color of the Reflect and the Diffuse has been put to black… You can add maps to this section making your material reflect that map or take its value from any alpha.
#VRAY FOG FULL#
Reflect : This controls the reflection of your material, it has a color value in which you can add any color but black means no reflection and white means full reflection. I will brief out the basics of each options available in VRayMtl below…ĭiffuse : This controls the color of your material, you can add maps (custom textures) in this. VRayMtl is the most powerful shader available in VRay, you can create any material with this. Once you have switched to VRay renderer, you can open the Material Editor and change from Standard material to VRayMtl…Īs soon as you switch to VRayMtl, your Material Editor will change into something like this…
#VRAY FOG HOW TO#
How to do this has been explained in the Basic Series. To switch to VRayMtl, its needed that you change your renderer to VRay. Glossiness is controlled by the Highlight Glossiness (which is locked by default) and the Specularity is controlled by Reft. In the VRayMtl, there is only one main color slot named as Diffuse. The specularity of standard material is controlled by the Specular Level and the glossiness is controlled by the Glossiness. In the Standard Material, there are 3 color sections, namely, Ambient, Diffuse and the Specular. There is a lot of difference between the Standard Material and the VRayMtl. I will start with a small comparison between the Standard Material and the VRay Material also known as VRayMtl…
This series of tutorial is named as the Intermediate Series and we will talk about Materials, Lights and Render Setup, of VRay. In the last section, I told you about the basics of VRay, it’s time to take our first leap towards “Advanced”.