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Iray+ Metal

Iray+ Metal Materialss

Iray+ Metal is a specialized material component that contains measured information about metals from which various metal types can be created using combinations of Surface and Coating layers. Because they use measured data, these are extremely accurate. If you want more control over the appearance of a metal material (at the expense of less physical accuracy), use Iray+ Material and choose one of the metal Base layer presets.

For examples, refer to the Iray+ Material Libraries page, under the section headed Metals.

Using Iray+ Metal

Iray+ Metal can be found in the 3ds Max Material Editor under Materials > Iray+:

Iray+ Materials in the 3ds Max Material Editor

The following sections describe the parameters and functionality available in this component.

Editing a component using Iray+ Metal

Parameters

Presets Dropdown

This component contains the following measured examples of metal:

Metal: Aluminium
Aluminium
Metal: AluminiumCopper
AluminiumCopper
Metal: Chromium
Chromium
Metal: Copper
Copper
Metal: Gold
Gold
Metal: Iron
Iron
Metal: Lead
Lead
Metal: Mercury
Mercury
Metal: Molybdenum
Molybdenum
Metal: Nickel
Nickel
Metal: Platinum
Platinum
Metal: Rhodium
Rhodium
Metal: Silver
Silver
Metal: Titanium
Titanium
Metal: Tungsten
Tungsten
Metal: Vanadium
Vanadium

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Roughness

Simulates the level of polish. Higher values will result in more blurred reflections.

Input: 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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Anisotropy

Simulates the effect of reflections on brushed or machined surfaces where there are parallel scratches or grooves. Reflections tend to get stretched out in a direction orthogonal to the scratch direction. Higher values increase stretching. Anisotropy works in conjunction with the Roughness parameter.

Range: 0.0 – 1.0

Anisotropy: 0.0
Anisotropy: 0.0
Anisotropy: 0.5
Anisotropy: 0.5
Anisotropy: 0.9
Anisotropy: 0.9

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AnisotropyRotation

Controls the direction in which the reflection is stretched, relative to the texture coordinate axis at that point. The range is 0.0 to 1.0, where 1.0 means 360˚, 0.25 means 90˚, etc. To work this out, simply multiply the value by 360. You can also apply a texture map, for example to get a circular brushed effect.

Input: 0.0 – 1.0 or Map

AnisotropyRotation: 0.25
AnisotropyRotation: 0.25 (90°)
AnisotropyRotation: 0.5
AnisotropyRotation: 0.5 (180°)
AnisotropyRotation: 0.85
AnisotropyRotation: 0.85 (306°)

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