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vray材质大全32009(Vray material Daquan 32009)

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vray材质大全32009(Vray material Daquan 32009)vray材质大全32009(Vray material Daquan 32009) vray材质大全32009(Vray material Daquan 32009) Vray material Daquan.Txt White wall: White -245 reflects 23 high light 0.25 to remove reflection [let him only have high light without reflection] ------------------------...

vray材质大全32009(Vray material Daquan 32009)
vray材质大全32009(Vray material Daquan 32009) vray材质大全32009(Vray material Daquan 32009) Vray material Daquan.Txt White wall: White -245 reflects 23 high light 0.25 to remove reflection [let him only have high light without reflection] --------------------------------------- Aluminium alloy: Diffuse 124 reflection 86 high gloss 0.7 glossiness 0.75 reflective subdivision 25 BRDF[anisotropy] WARD[Ward] --------------------------------------- Floor: The reflection map placed FALLOFF[attenuation attenuation type for Fresnel[in the Philippines Sheng ear] The upper color represents the color closer to the camera The brightness is 20, the saturation is 255, and the hue is 151 The color below represents the color that is far away from the camera The brightness is 60, the saturation is 102, and the hue is 150 Fresnel[Sheng Philippines] ear refraction rate of 1.1 parameters (the maximum is 20 smaller attenuation intensity) High gloss: 0.45 gloss: 0.45 reflection subdivision: 10 (reflection is not strong, subdivision does not need to be very high) Bump for 10 and texturing, --------------------------------------- Grain material: Add the FALLOFF[attenuation on the diffuse map to the map. The color of the material is brightness 255 below, and the hue is self defined, In 16 reflection reflection settings in the options [without tracking, let him only a high light reflection without reflection reflection high light gloss is 30.5 plus convex, other invariant ---------------------------------------- Wood Diffuse reflection maps join grainy texture, placed in a FALLOFF[type for attenuation in attenuation Fresnel[Philippines Sheng ear] is nearly 0, the brightness value of brightness value of 230 distant bluish, attenuation intensity of 1.6[default] The specular gloss is 0.8[high light size] glossiness is 0.85[fuzzy value] the subdivision height is 15 Add bump maps, about 10 of intensity ------------------------------------------ Bright stainless steel material Diffuse black [0]{contrast enhancement} reflection light blue hue and brightness of 198 22] [155 0.8[high light reflection high gloss light gloss 0.9[size]] to 15 high value fuzzy subdivision to do drawingeffect join map in the bump inside, ----------------------------------------- Matt stainless steel material Diffuse black [0]{contrast enhancement} reflection light blue hue and brightness of 205 16] [154 0.75[high light reflection high gloss light gloss 0.83[size]] to 30 high value fuzzy subdivision to do drawingeffect join map in the bump inside, ------------------------------------------ Leather material The reflection map placed FALLOFF[attenuation attenuation type for Fresnel[in the Philippines Sheng ear] two material plus bumpmap for nearly 0, the brightness value intensity of brightness 5 distant value of 29 strength 25, strength attenuation is 15 The specular gloss is 0.67[high light size] glossiness is 0.71[fuzzy value] the subdivision height is 20 Bump up the texture [value is around 35] ------------------------------------------ Lacquer material The reflection is light blue [brightness 15 reflection, high light gloss is 0.88[, high light size] glossiness is 1[fuzzy value] subdivision 8 ------------------------------------------ translucent shader Refraction is [brightness]50 gloss is 0.8[fuzzy value] subdivision 20 hooks affect shadow. The reflection is light blue [brightness]11 reflection high gloss is 0.28[, high light size] glossiness is 1[fuzzy value] subdivision 8, remove reflection [let him only high light without reflection] ------------------------------------------ White plastic material Diffuse white [250] reflex 185 tick Philippines Sheng ear reflection high light 0.63[high gloss light gloss value size]] in 15 and fuzzy segmentation anisotropy in BRDF[is set to 0.5[, 0.4 to 85 rotational anisotropy White wall: White -245 reflection 23 high light 0. 25 get rid of reflection [let him have only high light, no reflection Aluminium alloy: Diffuse 124 reflection 86 high gloss 0.7 glossiness 0.75 reflective subdivision 25 BRDF[anisotropy] WARD[Ward] 2 first, stick to the basic material parameters of VR Floor: The reflection map placed FALLOFF[attenuation attenuation type for Fresnel[in the Philippines Sheng ear] The upper color represents the color closer to the camera The brightness is 20, the saturation is 255, and the hue is 151 The color below represents the color that is far away from the camera The brightness is 60, the saturation is 102, and the hue is 150 CB Fresnel[Sheng Philippines] ear refraction rate of 1.1 parameters (the maximum is 20 smaller attenuation intensity High gloss: 0.45 gloss: 0.45 reflection subdivision: 10 (reflection is not strong, subdivision does not need to be very high) Bump for 10 and texturing Grain material: In the diffuse map add FALLOFF[attenuation] on the map, in the following set material for brightness 255 color, color self defined, lDP27$"m5{" In 16 reflection reflection settings in the options [without tracking, let him only a high light reflection without reflection reflection high light gloss is 30.5 plus convex, other invariant Wood grain material: Diffuse reflection maps join grainy texture, placed in a FALLOFF[type for attenuation in attenuation Fresnel[Philippines Sheng ear] is nearly 0, the brightness value of brightness value of 230 distant bluish, attenuation intensity of 1.6[default] The specular gloss is 0.8[high light size] glossiness is 0.85[fuzzy value] the subdivision height is 15 MD Add bump maps, about 10 of intensity Bright stainless steel material Diffuse black [0]{contrast enhancement} reflection light blue hue and brightness of 198 22] [155 0.8[high light reflection high gloss light gloss 0.9[size]] to 15 high value fuzzy subdivision to do drawingeffect join map in the bump inside Matt stainless steel material: Diffuse black [0]{contrast enhancement} reflection light blue hue and brightness of 205 16] [154 0.75[high light reflection high gloss light gloss 0.83[size]] to 30 high value fuzzy subdivision to do drawingeffect join map in the bump inside Leather material: The reflection map placed FALLOFF[attenuation attenuation type for Fresnel[in the Philippines Sheng ear] two material plus bumpmap for nearly 0, the brightness value intensity of brightness 5 distant value of 29 strength 25, strength attenuation is 15 The specular gloss is 0.67[high light size] glossiness is 0.71[fuzzy value] the subdivision height is 20 Bump up the texture [value is around 35 Lacquer material: The reflection is light blue [brightness 15 reflection, high light gloss is 0.88[, high light size] glossiness is 1[fuzzy value] subdivision 8 Translucent material: Refraction is [brightness]50 gloss is 0.8[fuzzy value] subdivision 20 hooks affect shadow. The reflection is light blue [brightness]11 reflection high gloss is 0.28[, high light size] glossiness is 1[fuzzy value] subdivision 8, remove reflection [let him only high light without reflection White plastic material: Diffuse white [250] reflex 185 tick Philippines Sheng ear reflection high light 0.63[high gloss light gloss value size]] in 15 and fuzzy segmentation anisotropy in BRDF[is set to 0.5[, 0.4 to 85 rotational anisotropy Non embroidered VR adjustment method: 1. Adjust reflection increase 2 diffuse reflection adjust to black Sand adjustment method: 1, adjust the reflection degree 2, adjust the glossiness Mirror: 1 diffuse reflection changed to black, 2 reflection increased by 3 Paper: surface turning material can finish the material of the book Color liquid beverage adjustment method: 1 adjust reflection: open non child Er 2: refraction hit the highest refractive index adjustment to 1.33, adjust the color in the fog smile solution Porcelain: diffuse reflection adjusted to white 2, reflective adjustment of a certain reflection, fifty percent can open 3 non child Er, 3 types changed to multi-faceted Replace carpet: adjust the diffuse map, drag it to the bump channel, and then apply the command VR to replace the mapping image to OK Regular feed: 1 adjust the beginning of the O rendering method, add a map of 2 diffuse launch The adjustment method of leather leather color adjustment: 1 according to the 2 443 0.85 open high gloss full reflection light manual adjustment adjustment to the relatively low value of about 0.5 can be applied with a bump channel mapping striae Plastic material adjustment: 1, according to the need to change the color 2 reflection appropriately increase a point, set gloss 0.85, high light value down a bit Glass making: 1 adjust glass reflection degree 2, adjust refraction to full transparency, 3 open non child Er 4 adjust glass color, in fog inside can adjust 5 tick, influence shadow Sand glass; 1 adjust the reflection 2, adjust the refraction to full transparency, adjust the glossiness under the refraction of 0.9
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