Graphics Programs Reference
In-Depth Information
5. Right-click on the material again, and this time, add a new VRayBRDF layer
from the Create Layers flyout.
6. In the Diffuse section, click on the color swatch and set HSV values of 0 , 0 ,
and 10 .
Note
The exact number used in the value parameter here is not overly critical,
so as long as it is set somewhere below 50, we should get the required
shading for our metal.
7. In the Reflection controls, click on the Reflect color swatch and set HSV val-
ues of 0 , 0 , and 230 .
Note
Again, we want a reflective and metallic look to our surface, but we don't
want the reflections to be too bright or overpowering. This means staying
away from the full 255 mark.
8. In the Refl. glossiness control, set the value to 0.8 .
9. Just below the Refl. glossiness parameter, put a check in the Fresnel option
box, click on the L (lock button) next to it to unlock the parameter field, and
enter a Fresnel IOR value of 15 .
10. In the BRDF section, set the Anisotropy value to 0.5 and switch the UV
vector derivation option to Local axis with the Local axis option set to Z .
Note
The term Anisotropic often refers to an object's ability to exhibit different
physical properties along different axes. Wood, for instance, is much
easier to cut along the grain as opposed to cutting across it.
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