Vray material parameter settings

2023-09-18

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