![]() Metalness, which determines if a material is metallic and which parts are metallic. ![]() Albedo, which is the materials color map and is also called Diffuse or BaseColor.Broadly speaking, each material contains all or most of the following textures: They're assigned different materials, such as wood, metal, painted metal, plastic, and rubber. The sample scene in this tutorial contains a number of polygon box objects. This tutorial is a guide to basic PBR shader setup and FBX export for Azure Remote Rendering projects. It's similar in many ways to PBR setup in other content-creation apps like 3DS Max. Export a scene to FBX format, and select important options.Ĭreating physically based rendering (PBR) materials in Maya is a relatively straightforward task.Handle instancing of objects and materials.Assign materials with advanced lighting to objects in the scene.exr files.īackground Color – Specifies a custom background color. exr files.ĭenoise – Enables the render element's denoising, provided the Denoiser render element is present.įorce lossless compression – When enabled, lossy DWAA/DWAB compression is not applied to the VRayExtraTex data stored in a multichannel exr. This option applies only to multichannel. This option applies only to multichannel. A matte object is an object that has been assigned a Wrapper Material or VRayObjectProperties with the Matte surface option enabled.Įxplicit channel name – Specifies an explicit name for the generated image channel.Įxclude list – Specifies a set of objects to be excluded from the extraTex channel.Įxclude list as inclusive set – Inverts the effect of the Exlude List parameter, making it an inclusive set.įorce 32 bit output – When enabled, stores the Extra Texture render element as a 32-bit float even when writing a 16-bit raw image. Image filter settings are in the Image Sampler rollout in the VRay tab of the Render Settings.Īffect Matte Objects – Sets whether to include matte objects when generating the render element. For more information, see the Notes section.Ĭonsider for Anti-Aliasing – When enabled, anti-aliasing is used where possible.įiltering – Applies the image filter to this channel. Alternatively, some types of geometry generate or receive custom integer indices that can also be passed to VRayExtraTex with vrayUserInteger. This is mostly used in compositing package scripts for find-by-id masking. Filtering and AA do not affect VRayExtraTex in this mode. Int Texture – The extraTex will produce an integer number that masks each object. Connect a vrayUserInteger texture to read custom integer values from vrayUserAttributes per object. For more information, see the Notes section. This is mostly used in compositing package scripts for find-by-id masking. Filtering and AA do not affect VRayExtraTex in this mode. Alternatively, some types of geometry can generate or receive custom float values that can also be passed to VRayExtraTex with vrayUserScalar. Connect a vrayUserScalar texture to read custom floating values from vrayUserAttributes per object. Float Texture – The extraTex produces a floating-point number that masks each object. A Texture field is available for selection, when this option is selected. Texture– Allows a bitmap or a procedural texture to be connected. Type – Specifies the type of texture that is used for rendering the extraTex channel. Enabled – The render element is generated.ĭeep output – Specifies whether to include this render element in deep images.įilename suffix – Appends this value to the name of the channel, followed by the name of the connected texture when an explicit channel name is not specified.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |