Effect 1: Color - If you choose color as the diffuse effect, you can only modify the color of the material surface.
VR Color: Used to specify or pick the diffuse color (effective when maps are not used).
Effect 2: Map - If you choose a map as the diffuse effect, you can modify both the color and texture of the material surface.
VR Color: Specify or pick the diffuse color and overlay it on the map.
Hue: Used to adjust the hue direction of the overall color of the material map, for example, changing a yellow map to pink.
Saturation: Used to adjust the brightness of the color. Default value is 0, negative values make the color dull, and positive values make it more vibrant.
Advanced Gamma Contrast: Used to adjust the mid-tone contrast of the map. Default value is 1.0. Greater than 1.0 reduces contrast; less than 1.0 increases contrast.
Advanced Brightness: Used to adjust the overall brightness of the material map. Default value is 1.0. The larger the value, the brighter it is, and the smaller the value, the darker it is.
Effect 1: Color - Reflection color is used to control the intensity and color tendency of the reflection.
The lightness of the color determines the strength of the reflection:
Black = 0, completely non-reflective
White = 1, highest reflection (mirror reflection)
Gray = Medium reflection
The hue of the color itself will tint the reflection
Metal: Reflection usually has a metallic color, such as copper being yellow
Non-metal: Reflection is usually values between black and white
Effect 2: Map - Use maps to represent different areas producing different reflection intensities/colors.
Usually black-and-white maps
Map: Generally a black and white channel map, where black indicates completely blurred reflection and white denotes mirror effect
Reflection: The blur level of the reflection on the object's surface, the larger the value, the clearer the reflection
Effect 1: Bump Map: Uses grayscale maps to represent the bumps on the object's surface
Generally black and white channel maps, with white representing protrusion, and black representing recess
Bump ratio represents the depth of the bumps, the larger the value, the stronger the bump effect
Commonly used for fine textures on pebbled surfaces, brick wall cracks, fabric fine lines, etc.
Effect 2: Normal Map: Simulates surface details (bumps, highlights, shadows) with more realistic lighting and reflection directions
Generally colored maps, using RGB channels to represent the XYZ offset information of the normal
Commonly used for metal scratches, wood grain, fabric textures, small stone surface details
Replacement uses the map to offset the model's vertices, creating a bumpy effect on the original plane, significantly increasing rendering time.
Replacement maps are generally black and white, with white as protrusion and black as recession.
Common materials: stone wall bumps, carved patterns, ground cracks, tile height differences
Used to control the refraction color and transparency properties of an object.
The closer the color is to white, the more transparent the object is. The closer to black, the more opaque it is. When refraction color is white, diffuse does not work.
Refraction Index (IOR): Describes the way light bends when passing through the material surface. A value of 1.0 indicates light will not change direction, equal to air. The higher the IOR, the "brighter" the surface, the stronger the reflection; the lower the IOR, the weaker the reflection, the more "rough" the surface.
Real-time previews of refraction index effects are only available when ray tracing is enabled.
IOR = 1.3–1.5, materials like wood, plastic, fabric with weak reflection
IOR = 1.5–1.6, glass
IOR = 2.0–3.0, strong reflective materials, such as diamonds, metal oxide layers
Refract Glossiness
Used to control the sharpness of the refraction.
Map: Generally a black and white channel map, where black indicates completely blurred and white denotes perfect glass refraction
Value: A value of 1 indicates perfect glass-like refraction; lower values will produce blurry or glossy refractions
Real-time previews of refraction glossiness effects are only available when ray tracing is enabled
When enabled, the reflection intensity of the material will depend on the viewing angle of the surface, with the side angle reflecting stronger than the front angle.
When disabled, the material has the same reflection conditions at all angles.
Basically, all materials have Fresnel properties, and the higher the Fresnel refraction rate, the stronger the reflection on the surface of the object.
Opacity and refraction parameters can only be chosen one at a time.
Map: When the map is white, the material is opaque; the darker the color, the higher the transparency. When black, the material is fully transparent.
Value: A value of 1.0 means the material is opaque, and the smaller the value, the higher the transparency. A value of 0 makes the material fully transparent.
Color: Determines the color of the object's illumination
Map: Controls the intensity and color of illumination in different areas
Illuminous energy: Controls the brightness level of the self-illumination. The higher the value, the brighter the object.
Opacity: Controls the transparency level of the self-illuminating material. Semi-transparent illuminated materials scatter light; fully transparent, illumination is only on the edges or where texture exists.
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