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How to add specularity map in Vray materials option ?

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  • A Offline
    andybot
    last edited by 20 Sept 2012, 12:24

    @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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    • J Offline
      john2
      last edited by 21 Sept 2012, 05:51

      @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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      • A Offline
        andybot
        last edited by 21 Sept 2012, 08:50

        @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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        • J Offline
          john2
          last edited by 21 Sept 2012, 11:04

          @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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          • A Offline
            ATLAStudio
            last edited by 21 Jan 2013, 13:59

            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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            • A Offline
              andybot
              last edited by 21 Jan 2013, 18:32

              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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