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This page introduces you to the VRayMtl, which is the major building block for most shading networks in V-Ray.

 

Overview


The VRayMtl is a very versatile material that allows for better physically correct illumination (energy distribution) in the scene, faster rendering, and more convenient reflection and refraction parameters. This material can be easily set up to simulate a huge variety of surfaces from plastics to metals to glass and more by adjusting a handful of parameters.

Furthermore, with the VRayMtl you can apply different texture maps, control the reflections and refractions, add bump and displacement maps, force direct GI calculations, and choose the BRDF for how light interacts with the surface material.

 

Read more about the Basic Parameters that control properties like the diffuse and opacity colors, or the articles on Reflection, Coat Layer, Refraction, Sheen Layer, Bump and Normal Mapping and the Options of VRayMtl.

 

Image courtesy of Mathew Monro


UI Path: ||Right-click on the geometry|| > Assign New Material...
 

||Right-click on the geometry|| > Assign New Material... > VRay section > VRay Mtl

 

 

||V-Ray Shelf|| > Right-click to Create V-Ray Materials button > VRay Mtl

 


 

||Hypershade|| > Window tab > Create... > VRay section > VRay Mtl



 

Presets


Presets – Available in the Maya Node Preset menu, the VRayMtl presets offer values for commonly used materials. See the VRayMtl Presets example below for more information.

Presets use settings that work well (in terms of speed and realism) as a starting point or for general-use cases. However, when a custom scene requires it, the material parameters values can be further edited to work best. For example, Glass and Glass (Tinted) use glossiness values that speed up rendering, but rendering a close-up view of a realistic glass object may require further adjustments. For an in-depth approach refer to the How-To tutorials.

 



Example: VRayMtl Presets

 

Default

Aluminium

Aluminum (Rough)

Aluminium (Brushed)

Chrome

Copper

Copper (Rough)

Gold

Gold (Rough)

Iron

Lead

Silver

Silver (Rough)

Diamond

Glass

Glass (Frosted)

Glass (Tinted)

Glass (Architectural)

Water

Chocolate

Ceramic

Plastic

Rubber

Red Velvet

White Satin

Pink Satin

 

Non-realistic material presets, such as Chocolate, Plastic, Ceramic, and Rubber are ‘quick’ compared to their realistic (SSS-enabled) counterparts. They can be used for generic plastic for the plastic backs of computer monitors or laptops in a meeting room, or for the car tires in a scene where the cars are somewhere in the distance, etc.




 

Each V-Ray Material rollout has its own dedicated page listed below: 


Basic

VRayMtl Basic Parameters

 

Reflection

VRayMtl Reflection

 

Coat

VRayMtl Coat

 

Refraction

VRayMtl Refraction

 

Sheen

VRayMtl Sheen

 

Bump and Normal Mapping

VRayMtl Bump and Normal Mapping

 

Options and Hardware Texturing

VRayMtl Options and Hardware Texturing