This options enables Global Illumination for the material independent of the general Lighting setting for Global Illumination. As you increase the value, the noise will even out more and provide a more evenly distributed roughness. SamplesĪ low samples setting (8 or lower) will tend to make the surface look more noisy, which will give a more imperfect and rough look. The default of 1.4 is a good starting point, but you can increase the value to create a more dramatic refraction within the surface. This controls how much light will bend or refract as it hits and passes through parts that have this type of material. Increasing roughness will spread and distribute reflections over the surface and create a more matte surface. This controls the intensity of the reflections on the surface. This works together with the Refractive Index setting to further increase or decrease the strength of the reflections on the surface. When set to white, it will not affect the surface color. For instance, when the Surface Color is yellow and the Texture Color is blue, the result will be green. This color multiplies and blends the surface color. Higher translucency values will also create a softer looking material. The higher your translucency value, the more of the subsurface color you will see coming through the surface. This controls how deep light penetrates into and through the surface depending on the units set under Edit > Set Scene Units. Exposed Headless Scripting Functionality.Best Practices for 3MF Export for 3D Printing.Best Practices for Sharing and Embedding USDz and GLB Files.License Server Installation (PC) - Custom.Client Error: Unsupported KeyShot Version.
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