This page provides information on the Override Material.

 

Page Contents

 

Overview


The VRayOverrideMtl is a utility material provided with the V-Ray renderer. It allows a surface to look different depending on whether it is seen through reflections, refractions, or GI.

With this material you can get a fine control over the color bleeding, reflections, refractions, and shadows of the objects.

The example image by Linda Ferroni demonstrates the reflect material override option. Notice that the yellow bottle and brown pot are reflecting as entirely different materials in the mirror.

 



 


 

UI Path: ||Material Editor window|| > Material/Map Browser > Materials > V-Ray > VRayOverrideMtl

 

Parameters


 

 

 

Base material – Specifies the material V-Ray will use while rendering the object.

GI – Specifies the material V-Ray will use while calculating the GI solution.

Reflect mtl – This is the material V-Ray will use to render the object with, when the object is seen in reflections. For more information, see Using the Reflect material example below.

Refract mtl – This is the material V-Ray will use to render the object with, when the object is seen in refractions. For more information, see Using the Refract material example below.

Shadow mtl – This is the material that will be used to render shadows cast from the object.

 

 


 

Example: Using the GI material


This example shows how the use of a GI material will affect the rendering.


 


Scene rendered with 2 VRay materials.

 


Scene rendered with 1 Base + 1 GI Mtl.

 

 

 

As you can see, the scene represents a square-type room. There are window openings in one of the wall. There is a Direct Light coming through, which simulates the Sun. The floor has a texture in the Diffuse map slot. All the rest - the walls, the ceiling and the teapots have a Default VRayMtl with a Diffuse Color (200, 200, 200).

On the first render, it is absolutely visible that all the walls, the ceiling, and the teapots have been rendered in some light brown (pale pumpkin) color, although they have a light-gray material assigned. This is because of the Color Bleeding, which is generated by the GI calculation.

On the second picture, the scene is rendered with a VRayOverride GI material assigned to the Floor.

This material contains in itself the initial 2 V-Ray materials - the floor's and the walls' ones. So now assigned on the floor object, V-Ray will know that while calculating the GI it has to use the GI material (in our case: walls - VRayMtl with Diffuse Color (200, 200, 200)) and during rendering it will use the Base material (in our case: floor - VrayMtl with texture in the Diffuse Slot). The result of that is quite different from the previous render as the Color Bleeding has gone. Of course this depends entirely on our choice for the GI material. For instance, if we had chosen a bluish colored material, the final result would also be tinted slightly to blue, like in the first render with the pale brown colors.

In this simple scene, the result of the second render can be produced, with a pre-saved irradiance map, calculated with just the walls' material assigned to all the geometry.

For a much more complex scene, with lots of different geometry, shaders, textures, etc., using the VRayOverride material can be very helpful.






Example: Using the Reflect material


The scene used in the following examples is very simple and contains four boxes and a light source in a studio environment. Each box has a VRayOverride material assigned, but only the Base material is active. The rendered boxes have identical diffuse and reflections.

 

 

 

As you can see now, each of the boxes has a different material assigned in their VRayOverride Reflect material. The first one has a red diffuse color, the middle two have green, and the third one has blue. V-Ray uses those materials when the objects are seen in reflections. In our scene, both the ground and base material for the boxes are reflective surfaces. Notice that the green reflections from the middle cubes are visible on the right cube as well.

 

 

 


 

Example: Using the Refract material


The next render is slightly more complex and includes two thin glass boxes in the foreground. The VRayOverride Refract material is activated, and each box has a different refract material (diffuse cyan, yellow, and magenta) assigned. V-Ray uses these materials when the material is viewed through a refractive surface such as the glass.

Note the Reflect materials are still enabled and affecting the render image. A closer look at the glass edges will show red and blue reflections from the left and right boxes. While V-Ray had been tracing the rays on the glass surfaces, those polygons on the edges first captured a reflection, hence the traces of red and blue.

 

 

 



Notes


  • Since V-Ray 3.0 the V-Ray Override Material doesn't support the 3ds Max Standard material.