

Use the Reflection Subdivs parameter below to control the quality of glossy reflections. A value of 1.0 means perfect mirror-like reflection lower values produce blurry or glossy reflections. Reflect Glossiness - Controls the sharpness of reflections. 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). See the Reflection Color example below for illustration. Note that the reflection color dims the diffuse surface color.

A texture map can be used for the self-illumination color by clicking on the check board box next to the color slider. Self-Illumination - The self-illumination color of the material. Roughness - Can be used to simulate rough surfaces or surfaces covered with dust (for example, skin, or the surface of the moon). See the Energy preservation param eter below.

Note the actual diffuse color of the surface also depends on the reflection and refraction color s. This way you can create a material that has a non-uniform opacity.ĭiffuse - The diffuse color of the material. You can also assign a map by clicking the check board button. Opacity - Here you can assign opacity to the material where white is completely opaque and black is completely transparent. It should be noted that no principled model is able to represent all possible materials entirely accurately, and where those models fail - for example when the material isn’t viewed frontally - only approaches such as that of VRscans are able to capture the correct material representation. However with the introduction of the GGX model, all of these surfaces can be approximated well, thus reducing the need for using the other models. In the past, each model's characteristics resembled more closely a certain type of material, for example Phong could be used for plastics, Ward for cloth and metals, and Blinn for other common surfaces. The GGX model has a bright center and an even longer falloff (at default settings). The Ward model has an even broader center and falloff. The Blinn model has broader highlight center with a tight falloff. For example, the specular highlights with the Phong model have a very narrow and bright center with no falloff, but it doesn't work well with anisotropic reflections. Historically, the Phong, Blinn, Ward and GGX are successive reflectance models developed over the years in computer graphics where each model aimed to improve on the limitations of the previous ones.
