Similar parameters like Mental Ray Car paint
Special glossy Material with 2x Specular, 1x Flake specular and 1x Reflection
Beta version - will be updated
Ambient light component. - For physically correct materials leave on black
Base diffuse color of the material.
Color seen at glancing angles (i.e. edges) which tend to appear much darker. For really deep metallic paints seen on sports cars it tends to be almost black.
Defines the falloff rate of the color towards the edge. The useful range is 0.0 to approximately 10.0, where the value 0.0 turns the effect off. Higher values makes the edge region narrower, lower values makes it wider.
Color seen in the area facing the lightsource.
Defines the falloff rate of the color towards the light. The useful range is 0.0 to approximately 10.0, where the value 0.0 turns the effect off. Higher values makes the colored region facing the light smaller/narrower, lower values makes it larger/wider.
Controls the overall level of the diffuse parameters.
Modifies the falloff of the diffuse shading. The useful range is approximately 0.5 to 2.0, where 1.0 represent standard lambertian shading, higher values pushes the diffuse peak towards the light source, and lower values flattens the diffuse peak.
Intensity multiplier for direct diffuse light. (Diffuse from light)
Intensity multiplier for received indirect diffuse ray
Bump2d node connection.
In the modern Pathtracing there is much more used Specular reflections instead of "classical"old Reflection.
Reflection color
Weight of reflection.
Reflection roughness. Value of 0 will create sharp reflection, Value of 1 totally blurred.
Refraction Color.
Transparency weight.
Ray refraction index. Example values: 1 - air, 1.33 - water, 1.3 - ice, 1.5 - glass, 2.42 - diamond.
Represents blurriness of refraction.
Simulates thickness of surface. If leaved at 0, mesh will render as fully-filled.
Simulates caustics for shadow rays.
When enabled, Specular Fresnel is calculated from refraction index, leaving reflectance at normal attribute unused.
Exit color is used when refraction ray depth is exceeded. You can specify some color or you can use environment background.
If selected, environment map is used.
You can specify exit color.
Toroid with transparent material with refraction ray depth set to 2.
Left image: black exit color (default), center image: red exit color, right image: use background
If selected, alpha mask mipmaps will be generated using an alternative filter. This can help with disappearance of distant thin masked objects (such as foliage).
Transparent objects are solid in alpha in default. You can received partly non-solid alpha here.
If this texture is used as a transparency map then FurryBall tries to recognize if this texture has an alpha channel (auto check from texture). The "yes" and "no" options override this detection manually.
Alpha mask can be used for cutting geometry controlled by texture.
Color or texture for alpha mask.
Threshold for alpha mask. Sampled point with alpha attribute lower then this threshold don't be displayed.
Intensity of velvet applied to surfaces with this material. If non-zero special velvet shader is activated. This effect adds "velvet' color to object silhouettes. Reacts to diffuse lights.
Bias normals so that velvet is applied further inside from the silhouettes.
The velvet color.
Enable matte rendering in Beauty pass (with selected color)
Color for Matte pass
Opacity for Beauty pass only (Affected alpha pass ONLY)