---
title: "Generic Reflection"
canonical: "https://documentation.chaos.com/space/VRHINO/116132462/Generic%20Reflection"
format: markdown
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The Reflection rollout is part of the Generic material's parameters.

 

## **Reflection**

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### **Example: Reflection Color**

This example demonstrates how the **Reflection Color** parameter controls the reflectivity of the material. Note that this color also acts as a filter for the diffuse color.

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### **Example: Reflection Glossiness**

This example demonstrates how the **Reflection Glossiness **parameter controls the highlights and reflection blurriness of the material.

 

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### **Example: Fresnel**

 This example demonstrates the effect of the **Fresnel **option. Note how the strength of the reflection varies with the **IOR** of the material. For this example, the **Reflection color** is pure white (255, 255, 255).

 

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### **Example: GTR Tail Falloff**

This example demonstrates the effect of the GTR tail falloff parameter.

 

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### **Example: BRDF Type**

This example demonstrates the differences between the BRDFs available in V-Ray.



 

## **Anisotropy**

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### **Example: Anisotropy**

This example demonstrates the effect of the **Anisotropy** and** Rotation** parameters, which determine the shape of the highlight. For the examples below, the **Type** is set to **Microfacet GTR (GGX)**.


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### ** Example: Rotation**



## **Dim Distance**

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## **Notes**

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* – When a Bitmap texture is mapped in this slot, its color space is automatically adjusted. Copy-pasting, replacing or wrapping a texture does not trigger this automatic adjustment. It is reserved solely when creating a Bitmap in the specified material slot.