
This makes the color space of a normal computer screen roughly uniform, perceptually. Because our eyes see light in a nonlinear way, the former color is actually perceived to be about twice as bright as the latter. The color with RGB value 200 200 200 is not twice as bright as a color with RGB value 100 100 100, as one might expect. The color space of a normal, off-the-shelf computer screen is not linear. Waxed floors, frosted glass, and brushed metals: All fast and easy to set up.ĭescribing all the details of gamma correction is beyond the scope of this topic this is just a brief overview.All-in-one shader: Photon and shadow shader built in.Built-in Ambient Occlusion: For contact shadows and enhancing small details.Oren-Nayar diffuse: Allows “powdery” surfaces such as clay.
Indirect Illumination control: Set the final gather accuracy or indirect illumination level on a per-material basis. Round corners: Simulate fillets to allow sharp edges to still catch the light in a realistic fashion. Transparency: “Solid” or “thin” materials: Transparent objects such as glass can be treated as either solid (refracting, built out of multiple faces) or thin (nonrefracting, can use single faces). Tweakable BRDF (bidirectional reflectance distribution function): You can define how reflectivity depends on angle. Glossy performance: Advanced performance boosts including interpolation, emulated glossiness, and importance sampling. Physically accurate: The material is energy conserving, making it impossible to create shaders that break the laws of physics. Templates: Allow fast access to settings combinations for common materials. Easy to use, yet flexible: Controls are arranged logically in a most-used-first fashion. It is especially tuned for fast glossy reflections and refractions. It supports most hard-surface materials such as metal, wood, and glass. The mental ray Arch & Design material is a monolithic material shader designed to support most materials used in architectural and product-design renderings.