Graphics Programs Reference
In-Depth Information
Adding reflections to our floor material
Perhaps the first thing we should point out is just how the reflection controls work in
both the Standard material and the newer V-Ray Material. Essentially, V-Ray makes
use of greyscale values as a means of controlling the level or strength of reflections
found in a material. Black equals no reflectivity, while white adds full reflectivity to the
object, creating mirror like surfaces.
If we take a look in the
General
section of the
Reflection
rollout, we can see that
the
Reflection
parameter already has a map placed into the map slot by default. If
we click on the button to open up the V-Ray texture editor window, we can see that
this is in fact a
TexFresnel
map as seen in the following screenshot:
This map, just like the main reflection control, uses greyscale values as a means
of determining the reflection levels. In this instance, though, there are two color
swatches, one (the top one) for controlling the
Perpendicular
or glancing angle
levels, while the other,
Parallel
, handles reflectivity on areas of the geometry that are
facing directly toward the camera.
We also need to note that the reflection levels set by the greyscale values here will in
turn be affected or modified by the
IOR
and
Refract IOR
settings that the
TexFres-
nel
map also uses.
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