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Dielectric

A component for representing the specific reflectance properties of non-metals such as plastics. The reflections are not affected by the material color but are defined by the incident light.

This component follows Fresnel's Law where the amount of reflectance varies based on the angle of view. For example, viewing a carbon fiber type object at very shallow angles results in almost complete reflectance whereas looking straight on, the object exhibits less reflectance. This Fresnel falloff can be defined explicitly by setting reflectance values for 0 degrees (e.g. looking at the middle of a sphere object) and 90 degrees (looking at the edge of a sphere). You can define how quickly the falloff varies between 0 and 90 via an exponent parameter. The Fresnel effect can also be specified by using an IOR value which effectively fills the above values in for you.

This is the same as the AnisotropicDielectric component without additional control over Anisotropy.

Diffuse

DiffuseColor

The basic color of the component. This can be a single color value or a texture map.

Input: Map/Color

Colour: White
Colour: White
Colour: Grey
Colour: Black
Colour: Red
Colour: Red

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Reflection

Roughness

Simulates the level of polish. Higher values result in blurrier reflections. Can be used to create powdery or frosted looking materials.

Range: 0.0 - 1.0 or Map

Roughness: 0.0
Roughness: 0.0
Roughness: 0.1
Roughness: 0.1
Roughness: 0.5
Roughness: 0.5

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ReflectedColor

Can be used to control the color of reflections or using greyscale, the amount of reflections.

Input: Map/Color

Colour: White
Colour: White
Colour: Grey
Colour: Black
Colour: Red
Colour: Red

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Exponent

Controls how quickly the shininess changes between the normal and grazing values as you move across the surface.

Range: 0.0 - 25.0

Exponent: 0.1
Exponent: 0.1
Exponent: 1.0
Exponent: 1.0
Exponent: 5.0
Exponent: 5.0

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NormalReflectivity

This parameter controls how shiny the object appears looking straight on. Typical materials of this type display little reflectance at 0 degrees.

Range: 0.0 - 1.0 or Map

NormalReflectivity: 0.0
NormalReflectivity: 0.0
NormalReflectivity: 0.1
NormalReflectivity: 0.1
NormalReflectivity: 0.5
NormalReflectivity: 0.5

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GrazingReflectivity

This parameter control how shiny the object appears looking at a very shallow angle. Typical materials of this type display higher reflectance at 90 degrees to the camera.

Range: 0.0 - 1.0 or Map

GrazingReflectivity: 0.0
GrazingReflectivity: 0.0
GrazingReflectivity: 0.5
GrazingReflectivity: 0.5
GrazingReflectivity: 1.0
GrazingReflectivity: 1.0

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Refraction

Use IOR

Input: On/Off Checkbox

Ignores the normal, grazing values and exponent, and uses the IOR value to define the falloff curve.

IOR

Range: 0.0 - 50.0

Index of Refraction. Controls the amount of reflection and shape of the falloff curve, Use IOR must be checked.

IOR: 0.0
IOR: 0.0
IOR: 2.5
IOR: 2.5
IOR: 10.0
IOR: 10.0

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Coating Layers Only

Weight

Gives control over the contribution of the layers to the overall material appearance. A value of 1.0 will completely block any effect of any material layers below. A value of 0.0 will remove any of the layers contribution.

Range: 0.0 - 1.0 or Map

Weight: 1.0
Weight: 0.1
Weight: 0.5
Weight: 0.5
Weight: 1.0
Weight: 1.0

Normal

Allows you to set a bump map to simulate surface detail and control the intensity and orientation of the effect

Range: 0.0 - 1.0 or Map

Normal: 0.2
Normal: 0.2
Normal: 1.0
Normal: 1.0
Normal: 3.0
Normal: 3.0

Materials using Dielectric

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Base

CeramicTiles
CeramicTiles
ConcretePolished
ConcretePolished
ConcreteRough
ConcreteRough
Glossy
Glossy
Masonry
Masonry
Rubber
Rubber
StonePolished
StonePolished
Wood
Wood
WoodVarnished
WoodVarnished

Coatings

CeramicGlaze
CeramicGlaze
ClearCoat
ClearCoat
GlossVarnish
GlossVarnish
MatteVarnish
MatteVarnish


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