1. Matte Wood: Diffused: Texture Reflection: 35 grays Lightening: 0.8 Gloss (Blur): 0.85
2. Mirror Stainless Steel: Diffused: Black Reflection: 255 Grey
Brushed Stainless Steel: Diffused: Black Reflection: 200 Gloss Gray (Fuzzy): 0.8
Brushed stainless steel: Diffused: Black Reflection: Decay map (black part of the map) Gloss (blur): 0.8
3. Ceramic: Diffuse: White Reflection: 255 Fresnel
4. Matte stone: Diffuse: Texture Reflection: 100 gray Highlight: 0.5 Gloss (blur): 0.85 Bump map
5. Polished Tiles: Diffuse: Tile Map Reflection: 255 Specular Reflection: 0.8 Gloss (Blur): 0.98 Fresnel
Regular floor tiles: Diffuse: Tile map gap 0.2 Reflection: 255 Specular: 0.8 Glossy (Blur): 0.9 Fresnel
6. Wooden floor: Diffusion: Tile map Gap 0.01 Reflection: 70 Gloss (blur): 0.9 Bump map
7. Clear glass: Scattering: 255 Reflection: grey/white Refraction 255 Refractive index 1.5 [Fresnel fully open]
(adjust the colored glass color in "Smoke Color" and turn on "Affect Shadow", set the smoke multiplier to 0.6)
Matte: Diffuse: Gray reflections: 255 Specular: 0.8 Glossy (blur): 0.9
Refraction 255 Gloss (blur): 0.9 Light refractive index 1.5
8. Regular fabric: Diffuse: texture bump map (add UVP map according to actual situation).
Flannel: Diffused: Decay map Displacement map (add UVP map according to actual situation).
Carpet: 1500X2000 VR 2D Displacement Mode Number of Textures 50 Drag the displacement texture onto the shader ball, tile 4 X 4. Assigns the carpet texture to the carpet.
9. Skin: Diffuse: Texture Reflection: 50 Specular: 0.6 Shine (Blur): 0.8 Bump Map 100 (UVP Map).
Texture: "Diffuse" removed. Diffuse: Diffuse may change color.
10. Water Material: Diffuse: Black Reflection: 255 Decay map Fresnel refraction: 255 Refractive index: 1.33 Smoke color: Light blue
Smoke multiplier: about 0.05 Bump: 20 Texture: bathtub wave (350)
11. Screen Window: Diffusion: Color/White Refraction: Gray Card Refractive Index 1 GI Reception: 2
(Adjust map: output - use color map curve --- display final effect
Make object brighter: right click object -- vr attribute -- accept global illumination {increase GI a bit: 2}, BRDF-Ward-Affect Shadow)
Ready vray material
Wall material:
Diffuse: 246.246.246 Refraction/Reflection Depth: 2
Matte plastic:
Diffuse: Suitable color reflection: 30.30.30 Specular gloss: 0.5 Gloss: 0.86 Separation: 24
Steel plastic window:
Diffused: 251.247.237 Gloss: 0.8 Depth: 2 Depth of refraction: 2
Window background (standard material):
Scattering: Map Specular Level: 10 Glossiness: 10
Metal brushed cabinet door handle:
Diffuse: White Reflection: 72.72.72 Gloss: 0.5 Separation: 15 Depth: 2
Refraction: 101.101.101 Subdivision: 20 Depth: 2
Metal 1:
Diffused: Default Reflection: White Glossy: 0.5 Subdiv: 12 Refraction: Default Subdiv: 10
Metal 2:
Diffuse: Black Reflection: White Refraction/Reflection Subdivision: 10 Refraction/Reflection Depth: 3 Refraction: Default Subdivision: 10
White cabinet door:
Diffuse: 251.247.237 Reflection/Refraction: Default Glossiness: 0.7 Subdivision: 12 Depth: 4
Lamp self-illumination (Vr shell):
Create global illumination 2.0 base material --- self-illumination color: 75 reflectance/gloss level: 10
Wick self-illumination (light Vr material):
2.0 two-way check
Shadow glass:
Scatter: 121.175.160 Reflection: Default Subdiv: 20 Refraction: 180.180.180 Subdiv: 20
Material for potted plants:
Soil (Standard Material): Blinn --- Ambient/Ambient: Soil Color
Plants (Standard Material): Phong --- Ambient Light/Diffuse: Plant Color Specular Level/Gloss: 50
Pool (vr material): Reflection: White Gloss: 0.6 Fresnel
Dry branches:
Diffuse: 67.38.14 63.44.4 Refraction/Reflection Depth: 2
Decorative vase:
Diffusion: Corresponding color Reflection: Default Gloss: 0.8 Subsection: 50 Fresnel refraction Subsection 20 Refractive index: 1.4
Wood grain:
Diffusion: Texture Reflection: 18.18.18 Gloss: 0.7 Refraction/Reflection Depth: 3
Mirror glass:
Diffusion: Reflection default: White Subdivision: 12 Refraction: Default subdivision: 50
Silk:
Diffusion: Falloff and color setting Dark front and light back Vertical/Parallel Reflection: 17.17.17 Gloss: 17
Refraction: attenuation and set color darker in front and lighter in back, vertical/parallel Bump channel: Bump map value 30
Carpet:
diffuse: falloff and setting its color.
Black plastic: (smooth surface, reflectivity, less glare)
Diffuse: Black Reflection: 20.20.20 Gloss: 0.5 Separation: 6
Bath water:
Diffused: black Reflection: white, roll-off: 20 Refraction: white, roll-off: 20 Refractive index: 1.2
Bump Channel: Bump Value 5 Noise Noise Type: Fractal Size: 350
Black grid:
Diffused: Black Gloss: 0.7 Refraction/Reflection Depth: 2
Swivel chair (fabric cover):
Diffuse: Fade out and set its color Dark in front and light in back Vertical/Parallel Bump Channel: Noise Noise Type: Normal Size: 2
Swivel chair (leather):
Diffusion: Leather Card Reflection: 14/14/14 Gloss: 0.65 Refraction/Depthreflections: 3
Glass desktop:
Dispersion: Glass Reflection: incidence --- dark green/light Fresnel green Luster: 0.98 Separation: 3 Depth: 3
Refraction: Subdivision: 20 Depth: 3 Smoke Color: Light Green Smoke Multiplier: 0.1
Column Stone:
Diffusion: Texture Reflection: 20.20.20 Gloss: 0.9 Separation: 10 Depth 2 Fresnel
Refraction: 20.20.20 Glossiness: 0.2 Subdivision: 10 Depth 2
Computer screen (standard material):
Scattering: Map Emissive: 90 Opacity: 70 Specular Level: 80 Glossiness: 70
Computer:
Diffuse: Black/White (235.231.219) Reflection --- Gloss: 0.7 Refraction/Reflective Depth: 2
Refraction: 20.20.20 Glossiness: 0.2 Subdivision: 10 Depth 2