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    How to add specularity map in Vray materials option ?

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    renderpluginsextensions
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    • andybotA Offline
      andybot
      last edited by

      @john2 said:

      what does 1.55 in Fresnel mean? ❓

      The Fresnel value is for the IOR (Index of refraction) - it's the cosine of something or other... see if you can decipher the wikipedia article

      http://charlottesvillearchitecturalrendering.com/

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      • john2J Offline
        john2
        last edited by

        @andybot said:

        @john2 said:

        what does 1.55 in Fresnel mean? ❓

        The Fresnel value is for the IOR (Index of refraction) - it's the cosine of something or other... see if you can decipher the wikipedia article

        yup i know about index of refraction since a long time [thanks to all my class 9 physics lectures πŸ˜† ] you really gave me a deja vu πŸ˜„

        i'm talking about Reflection.

        Im aware that IOrefraction is

        sine of angle of incidence in air

        divided by

        sine of angle of refraction in the material

        Sketchup Make 2017 (64-bit), Vray 4.0 , Windows 10 – 64 bit, corei7-8750H, 16GB RAM, Nvidia GeForce GTX 1050Ti 4GB

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        • andybotA Offline
          andybot
          last edited by

          @john2 said:

          i'm talking about Reflection.

          similar principal applies - the ior sets the strength of the reflection based on the angle of incidence.

          http://charlottesvillearchitecturalrendering.com/

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          • john2J Offline
            john2
            last edited by

            @andybot said:

            @john2 said:

            i'm talking about Reflection.

            similar principal applies - the ior sets the strength of the reflection based on the angle of incidence.

            uhhuh...can't figure this. the angle of light changes when it travels from one medium to another, that's why the bending occurs. but according to the law of reflection. angle of incidence is equal to angle of reflection.

            Sketchup Make 2017 (64-bit), Vray 4.0 , Windows 10 – 64 bit, corei7-8750H, 16GB RAM, Nvidia GeForce GTX 1050Ti 4GB

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            • ATLAStudioA Offline
              ATLAStudio
              last edited by

              Thanks Stefan for your tips on map slots, been very useful! I managed to cook this up following your advice and Bertrand Benoit's 'materialism' post.
              774158_272794486180492_1894773856_o.jpg

              To clarify on the percentage contribution of the glossiness, I've found that once you plug a map into the glossiness slot this overrides whatever figure you use. In the example below is the same material with spec map and glossiness set to 1.0, 0.8 and 0.2 from L to R, it's not a great example scene but you can't see any diminished reflection as a result of the map being 'darkened'. If you drop the texture multiplier however, it blurs the whole thing rather than reducing the contribution of the map alone (shiny cube example), which means you have to go into photo editing software to finetune the map. This is a bit frustrating, if anyone knows a workaround within vray settings please share!
              conc_cubes.png
              test_texturemultiplier.png

              http://www.atlas-studio.co.uk

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              • andybotA Offline
                andybot
                last edited by

                did you make sure the specular map is in the perpendicular slot of your fresnel reflection options? If it is in that location, then glossiness will be affected.

                http://charlottesvillearchitecturalrendering.com/

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