LuxCoreRender Materials Metal: Difference between revisions

From LuxCoreRender Wiki
Jump to navigation Jump to search
Piita (talk | contribs)
No edit summary
Piita (talk | contribs)
No edit summary
Line 10: Line 10:
This defines the base color of the metal. Metal presets can also be loaded by using the fresnel texture. Fresnel NK files with measured data can be used as well in either the Sopra or Luxpop formats.
This defines the base color of the metal. Metal presets can also be loaded by using the fresnel texture. Fresnel NK files with measured data can be used as well in either the Sopra or Luxpop formats.


<gallery widths=150px heights=150px style=nolines>
<gallery widths=200px heights=200px mode="nolines">
Materials_metal_aluminum.jpg|Aluminum
Materials_metal_aluminum.jpg|Aluminum
Materials_metal_amorphous_carbon.jpg|Amorphous Carbon
Materials_metal_amorphous_carbon.jpg|Amorphous Carbon

Revision as of 18:27, 18 December 2017


The metal material represents a generic metal surface. It supports any color as base as well as loading of presets such as aluminum and gold.

Options

Color/Fresnel Texture

This defines the base color of the metal. Metal presets can also be loaded by using the fresnel texture. Fresnel NK files with measured data can be used as well in either the Sopra or Luxpop formats.

Roughness

This determines how shiny the material is by varying the roughness of microfacets. Lower values are shinier, with 0 being a perfect reflector and 0.8 being matte. Values between .8 and 1 are an unrealistic "super-matte" and should be avoided.