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.
Search WWH ::
Custom Search