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材质精确调整(Material adjustment)
材质精确调整(Material adjustment)
White wall:
White - 245 reflex 23 high light 0.25 remove reflection [let him only have high light and no reflection]
-- -- -- -- -- -- --
Aluminum alloy:
Diffuse 124 reflection 86 high gloss 0.75 reflection subdivide 25 BRDF [anisotropy] WARD [WARD]
-- -- -- -- -- -- --
Floor:
Placed in the reflection map FALLOFF in attenuation attenuation for Fresnel type [fe 湦 ear]
The upper face is a color closer to the camera
The brightness is 20 saturation with a 255 hue of 151
The underside of the face represents the color far from the camera
The level of brightness is 60 and the hue is 150
Fresnel [fe 湦 ear] parameter of the refractive index of 1.1 (the highest 20 value, the smaller the attenuation is severe)
High light: 0.45 gloss: 0.45 reflection subdivision: 10 (the reflection is not very high)
The bump is 10 plus the map,
-- -- -- -- -- -- --
Fabric texture:
In the diffuse map, plus FALLOFF [attenuation], the texture of the texture is the color of brightness 255, and the tone is self-determined.
In the reflection setting reflection is 16 [remove the trace reflection in the option] [let him only have the high light no reflection] the reflection of high gloss is 30.5 plus concave, other invariant
-- -- -- -- -- -- -- -
Wood material
Diffuse to join the wood grain texture, is placed in the reflection map FALLOFF in attenuation attenuation for Fresnel type] [fe 湦 ears for close, the brightness of the brightness value of 0 in the distance value is 230 with a blue, attenuation intensity is 1.6 (the default)
The reflection highlights are 0.8 [high - light size] and the glossiness is 0.85 [fuzzy value]
Add concave and convex texture, strength 10 or so
-- -- -- -- -- -- --
Bright stainless steel material
Diffuse reflection is black [0] {contrast enhancement} reflection for light blue [brightness 198 hue 155 confirmed and 22] reflects specular gloss is 0.8 [highlights size] glossiness is 0.9 / fuzzy value subdivision high to join within 15 to do drawing
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