LuxCoreRender Materials Glossy

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Luxcore materials glossy.jpg

The Glossy material represents a diffuse surface with a varnish coat. It is well suited to most plastics, lacquered wood, glazed ceramics (porcelain/tile), and wet surfaces. With the "multibounce" option enabled, the material will have a soft appearance, mimicking the scattering by fuzz or hair, making it well suited to rendering many types of cloth.


Diffuse Color

This is the color of the matte base layer, and will be the main color of the material.

Specular Color and IOR

This is the color of the varnish coat. In many real world materials, all color is in the base rather than the gloss, so this color should often be left as gray. (For example, the paint on porcelain is applied before the glaze, so your paint texture should only be on the diffuse channel). Darker colors will make the material less shiny, especially at shallow angles. Optionally, you can specify an index of refraction for the coating material, however this will prevent you from coloring the coating, it will always be gray. This can be useful if you want to specify a specific material making up the coating. For example, a wet floor would have IOR = 1.333, the IOR of water.

The specular color should not be set higher than about .25, and many everyday materials will have much lower values, such as .03-.05.


This determines how shiny the material is. Lower values are shinier, with 0 being a perfect reflector and .8 being matte. Values between .8 and 1 are an unrealistic "super-matte" and should be avoided.

Absorption Color / Depth

These allow you to specify the color and depth of light absorption by the varnish. Note that since this is an absorption color, it will seem to work "backwards". Setting it to blue will cause blue light to be absorbed, leaving you with a yellow-orange appearance. You can invert the color before plugging it into this slot to make it easier to achieve the desired look. To disable this option, set the color to full black or the absorption depth to 0 nm. Conversely, the absorption depth needs to be greater than 0 to see an effect.


The option will simulate light being scattered at the surface by things such as fuzz or fine hair. It is useful when using glossy for a skin or cloth material, and will give a soft, fuzzy appearance.

Left side no multibounce and right side multibounce

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