From LuxRender Wiki
LuxRender supports a variety of physically based material models. The materials vary in the way incoming light is reflected on the surface (and transmitted through it, with some materials).
Typically, materials can be adjusted by changing their colour, assigning textures and bump maps (either bitmap or procedural) and setting roughness and displacement values, but the exact options depend on the material.
This page contains an overview of the material types. Information about specific parameters can be found in the individual material pages, which you can find links to below. In addition to the basic material types, LuxRender features mix and null materials. Their use is explained further down the page.
|Matte||Matte Translucent||Glossy||Glossy Translucent|
|Matte is a simple, diffuse material. It is very quick to render. See LuxRender Materials Matte||Matte Translucent is a partially translucent diffuse material. See LuxRender Materials MatteTranslucent||Glossy is a diffuse material with a varnish coat. See LuxRender Materials Glossy||Glossy Translucent is a diffuse material that is partially translucent as well as coated in varnish. See LuxRender Materials GlossyTranslucent|
|Metal 2||Shiny Metal||Mirror|
|Metal 2 in an updated version of the original metal material. It supports rendering metals using measured data as well as custom colors or textures. See LuxRender Materials Metal2||Shiny metal is a generic polished metal. See LuxRender Materials ShinyMetal||Mirror is the Shiny Metal material without the polish coat, it's a quick shortcut for making mirrors. See LuxRender Materials Mirror|
|Glass is a basic, smooth dielectric. See LuxRender Materials Glass||Glass2 is a fully volumetric version of the Glass material. It is preferable to the old Glass in most circumstances. See LuxRender Materials Glass2||Rough glass represents a frosted glass surface. See LuxRender Materials RoughGlass|
|Car Paint is an advanced glossy material for simulating vehicle paint. See LuxRender Materials CarPaint||Scatter is a diffuse material with a surface scattering effect. See LuxRender Materials Scatter||Velvet represents a dark material with a colored, fuzzy surface. See LuxRender Materials Velvet|
|The Mix material allows you to combine 2 other materials. See LuxRender Materials Mix||Null is an "invisible" material that can be used for alpha mapping, sheer materials, and volume-only objects. See LuxRender Materials Null||Glossy Coating is an empty "gloss coating" that is layered over another material, in order to give it a glossy polish coat. See LuxRender Materials Glossycoating|
LuxRender's materials can be configured by specifying colours or textures to be used on various channels. Each channel represents a particular material characteristic. Which channels are available depends on the material type. See the specific material pages for details on each material's channels
See this page for more information on bump and displacement mapping.
Volumes, sometimes also called "mediums" are another property of meshes, in addition to the surface materials described above. They define how light behaves as it moves through transmissive materials, or the space between meshes. Many exporters treat volumes and surface materials as a set, as both contribute to the final appearance of the mesh. See LuxRender Volumes for more information.
Portals are special "guides" placed over the windows in interior renderings. They help LuxRender find the light entering the room from outside. For more information, see the Portals page.
Mesh objects can be converted into emitters be enabling the emission property for that mesh. While this is technically a mesh property, many exporters treat it as a material property or use a "light" material to designate emitters. Emitting meshes act as a collection of area lights, and will illuminate nearby objects as well as appearing to glow themselves.
Emitting meshes are one of the primary methods of lighting in LuxRender.
For more information, see LuxRender Lighting