Overlap Threshold – Determines when outlines will be created for overlapping parts of the one and the same object. Setting this value to 1.0 fills curved objects completely. Higher values mean that smoother transitions between face normals can also generate a line. A value of 0.0 means that only 90 degrees or larger angles generate internal lines. Normal Threshold – Determines when lines will be created for parts of the same object with varying surface normals (e.g. Opacity – Specifies the opacity of the outlines. Line Color – Specifies the color of the outlines. The Outline attribute is available only when the engine is set to CPU. This is useful if every time you have to set texture placement for a map that can't be displayed accurately in the base app.Ĭustom – Allows the use of a custom texture as base application material map.ĭisabling this parameter allows changing the base app material texture without affecting the V-Ray material. The same helper is used if the binded texture is a procedural map. Texture Helper – Allows the use of a helper texture as a base application material map. Changing the V-Ray material texture changes the corresponding base application material texture and vise versa.Īuto – By default binds the Diffuse texture to the base app material. Instead, it disables the Opacity binding. Changing the SketchUp material transparency, however, does not change the V-Ray material. Opacity – Enables opacity/ transparency binding. Changing the V-Ray material color changes the corresponding base application material color and vise versa. Otherwise, the color and opacity act independently (so-called additive transparency).īinding – Enables connection/binding between V-Ray and the corresponding base application material.Ĭolor – Enables color binding. When enabled, the intensity of the material is adjusted to compensate for the camera exposure.Ĭolor *Opacity – When enabled, the color of the light material is multiplied by the opacity texture. See the Emit On Back Side examples below for more information.Ĭompensate EV – Used when rendering with the V-Ray Physical Camera. When disabled, only the front side emits light, and the material renders as black on the back sides. See the Transparency Texture example below for more information.Įmit On Back Side – When enabled, the object emits light from its back side as well. For this parameter black stands for opaque and white for transparent color. Transparency – Specifies the color that is transparent. Intensity – Controls the strength of the light. See the Color and Texture examples below for more information. Some options are available only in Advanced mode.Ĭolor – Specifies the color of the light. I gave it a go and instead turned off fresnel and dim distance and dim fall diffused. HOWEVER both mirrors, should create the infinity effect and the guy doing the tutorial, used high IOR and increased max depth. and the read mirror object, thin box, is your basic full mirror material and the front two way mirror, was cheating, by creating a plane, front facing inward to ward the mirror and turning off visible to camera. That's how to do it IRL, not sure how to cheat it.Watched an infinity mirror tutorial on YouTube earlier. The former is caused by using a highly reflective glass (just a high IOR) and a darkened room on one side. Are you trying to achieve an actual, realistic one way mirror or trying to cheat it?
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