Yes, of course, now I will tell 🙂The word glossiness in English means literally gloss. That is, it's easy to guess which material property this parameter is responsible for.Abstractly it is quite clear what gloss is, but if we already discuss this at the level of reflections, then the glossiness parameter is responsible for the blurriness of the reflection of the material.Glossiness equal to one, is the perfect reflection.Glossiness is less than one (from 1.0 to 0.0) - a fuzzy reflection.That is, the lower the glossiness value, the more diffuse the reflections will be. By the way, for transparency, glossiness means the same thing.Why is it about Hilight glossiness?And because in V-Ray material you can control separately the overall blurring of the reflection and separately blur the brightest reflections.Here, create VRayMtl in the editor. Click on (on the ball in the materials editor) twice to get more preview of the material.Then lightly give him reflections (gray color in the Reflect slot).In the parameters of the editor of the material, find the icon with the chessboard (Background) and clamp it, then on the background of the ball with the material the checkered substrate is pinned, which the material will reflect. So you can see how to lie on a ball of reflection of this background. This will increase the visibility of your experiments😁Now change the value of Refl. Glossiness and you will lead away as the reflections of the cells of the background on the surface of the ball begin to blur.Also on the ball appear a white dot. This point is the Hilight highlight, that is, the blurred reflection of a bright light source (the editor's editor's slot is a mini-scene with its environment background and light sources).I do not advise you to think about the application of this or that card. In your case, there must be a primary need. That is, if you have a need to make this or that mate and you can not achieve it by the ways known to you, then you need to find out what options are available and so, on a concrete example, you will pass to this or that card. Just study the property of the map and think "but why should I need them"😁 in your case - not rational.But all the same, once you have talked about the procedural map Mask, then look at the lesson about the rendering of the grid, in particular its chapter on postprocessing rendering in 3ds Max. There is used a composite material Mix.This material, in fact, is similar to the map Mask😉
Anton, hello!Here's the weekend. Now, in order to solve the problem that has arisen in me. In fact, sometimes you forget about the properties of the program and so something does not work, so it was this time. Here is a detailed description of this moment:All Face faces in SU have two sides - face and backface. The program for creating a volume from a flat figure tends to assign the external (facing the camera) surfaces of the property of the front side, and the inner one - the reverse, although in reality this does not always happen. By default, SU stands for them in different colors, and, accordingly, they can subsequently assign different materials. To control these parameters of surfaces we use the option Info by elements (Entity Info). Also for this very convenient mode of rendering Monochrome, which shows the model in the default colors, regardless of whether they were then painted in other colors.At any time, any surface we can "turn inside out" - swap the front and back sides of the option Reverse the surface (Reverce Faces), called from the context menu.So what is it all for? In principle, when building in SU, the situation with the "inverted face" does not play a special role, and after the assignment of materials other than "by default" you already do not guess where the "wrong side" was outside the object. But all the same it is better to accustom yourself in the process of construction to immediately correct the situation with the wrong orientation of the surfaces in order to avoid unpleasant surprises in the future. For example, after exporting the model to other 3D programs that "do not understand" the two-sided surfaces of SU, instead of the revolving surfaces, one can simply see "holes" in their place.But I found another "folk" tool for correcting such a mistake - in the latter case, simply duplicated the surface with a texture, pulling it into the room by 1mm. Maybe not quite scientific, but it turned out to be simple and effective😁.Well, like everything, on this issue.I did not know about your site before, now I'll look more often here -And interesting and informative.