Difference between revisions of "LuxCoreRender Materials Matte Translucent"

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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.
Back to [[LuxCoreRender_Materials|Materials]]


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Revision as of 21:02, 18 December 2017

Luxcore materials matte translucent.jpg


Matte Translucent allows for transmission of light through the material. It is well suited to plastic lamp covers, where glossy translucent would simply add calculation time, as well as dull polymers, some dull organic materials (such as cheese or banana peels) and some kinds of textiles.

Options

Reflection Color

This main color specifies the color of light that is scattered off the surface of the material. Any leftover light will pass through the material. To get a highly translucent material, this value needs to be a dark color to allow light to pass through it. To get an overall dark material, select a dark reflection color and a dark transmission/volume color and that will make the material absorb light.


Transmission Color

This determines the color of light that transmits through the material. This color is applied uniformly to transmitted light, regardless of the thickness of the object and can make your object look unnaturally uniform in color. For best results, you should leave this as 1.0 (full white) and assign a volume to the material and use that to give the material its internal color. This allows for volumetric color absorption and subsurface scattering.


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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