
Matte for Reflection and Refractions – The material is a matte when seen in reflection or through refractions.Įnvironment Projection – A material with environment projection is seen in reflections or through refractions.Īffect Other Mattes – When enabled, the object appears as a matte object in reflections, refractions, GI, etc. When enabled, the Wrapper Material shows the environment when seen through reflections/refractions, and the environment map is projected on the matte geometry.ĭisabled – The base material is seen in reflections or through refractions. Matte for Secondaries – Normally the base material is used when an object with a Wrapper Material is seen through reflections/refractions. Note that the base material is still used for things like GI, caustics, reflections etc. Matte – When enabled, the material appears as a matte material, which shows the background, instead of the base material, when viewed directly. All reflection and refraction rays instead sample the corresponding environment color or texture. Ignore Objects in Secondary – When enabled, no other scene objects are reflected or refracted by this material. a surface can have an alpha contribution of -1.0 without being a matte surface). Note that this option is independent of the Matte surface option (i.e.

Matte objects are typically given an alpha contribution of -1.0. Ignore in Alpha (0) – A value of 0.0 means the object does not appear in the alpha channel at all and shows the alpha of the objects behind it.īlack Alpha (-1) – A value of -1.0 means that the transparency of the base material cuts out from the alpha of the objects behind. Normal (1) – A value of 1.0 means the alpha channel is derived from the transparency of the base material. Some options are available only in Advanced mode.īase material – Specifies the surface material.Īlpha contribution – Determines the appearance of the object in the alpha channel of the rendered image.
