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mental ray Architectural and Design Visualization Shader Library

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2.5 Detailed Description of Material Parameters 290 degree (green) <strong>and</strong> 90 degree (red) view anglesThere are two modes to define this BRDF curve:The first mode is “by IOR”, i.e. when brdf fresnel is on. How the reflectivity depends onthe angle is then solely guided by the materials IOR. This is known as Fresnel reflections <strong>and</strong>is the behavior of most dielectric materials such as water, glass, etc.The second mode is the manual mode, when brdf fresnel is off. In this mode thebrdf 0 degree refl parameter defines the reflectivity for surfaces directly facing the viewer(or incident <strong>ray</strong>), <strong>and</strong> brdf 90 degree refldefines the reflectivity of surfaces perpendicularto the viewer. The brdf curve parameter defines the falloff of this curve.This mode is used for most hybrid materials or for metals. Most material exhibit strongreflections at grazing angles <strong>and</strong> hence the brdf 90 degree refl parameter can generally bekept at 1.0 (<strong>and</strong> using the reflectivity parameter to guide the overall reflectivity instead).Metals tend to be fairly uniformly reflective <strong>and</strong> the brdf 0 degree reflvalue is high (0.8to 1.0) but many other layered materials, such as linoleum, lacquered wood, etc. has lowerbrdf 0 degree refl values (0.1 - 0.3).See the tips on page 48 for some guidelines.2.5.7 Special Effects2.5.7.1 Built-in Ambient OcclusionThe built in Ambient Occlusion (henceforth shortened to “AO”) can be used in two ways.Either it is used to enhance details <strong>and</strong> “contact shadows” in indirect illumination (in whichcase there must first exist some form of indirect illumination in the first place), or it is usedtogether with a specified “ambient light” in a more traditional manner. Hence, if neither

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