LuxCoreRender Materials Matte: Difference between revisions
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Created page with " Matte represents a dull, diffuse surface and is very quick and efficient to render. Matte does not have any specular highlights so it works well for small background objects ..." |
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Matte represents a dull, diffuse surface and is very quick and efficient to render. Matte does not have any specular highlights so it works well for small background objects and test renders. It can represent dull surfaces such as matte plastic, clay, concrete, unpolished stone, and drywall. | Matte represents a dull, diffuse surface and is very quick and efficient to render. Matte does not have any specular highlights so it works well for small background objects and test renders. It can represent dull surfaces such as matte plastic, clay, concrete, unpolished stone, and drywall. | ||
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The sigma parameter determines how rough the surface appears, with zero being perfectly smooth. A very rough material will have a sigma of no more than 30 degrees in the real world. The rougher the surface the more light is reflected back at grazing angles, giving it a flatter look. | The sigma parameter determines how rough the surface appears, with zero being perfectly smooth. A very rough material will have a sigma of no more than 30 degrees in the real world. The rougher the surface the more light is reflected back at grazing angles, giving it a flatter look. | ||
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Latest revision as of 22:02, 18 December 2017
Matte represents a dull, diffuse surface and is very quick and efficient to render. Matte does not have any specular highlights so it works well for small background objects and test renders. It can represent dull surfaces such as matte plastic, clay, concrete, unpolished stone, and drywall.
Options
Diffuse Color
This is the main color of the material. Please avoid using a color value above 0.8 as no material in the real world is that bright/saturated.
Sigma
The sigma parameter determines how rough the surface appears, with zero being perfectly smooth. A very rough material will have a sigma of no more than 30 degrees in the real world. The rougher the surface the more light is reflected back at grazing angles, giving it a flatter look.
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