This page provides information on the V-Ray User-defined Color Map.
The VRayUserColor texture can be used to read User-Defined object properties from the currently shaded node and convert them to a color value. This allows you to use the same shading network on several different objects in the scene, but to control various aspects of the material through User-Defined properties. This texture also has the ability to read mesh color sets, UV sets, and extra channel information from VRayProxy objects, as well as additional data channels from other plugins like Yeti.
The Example on the right uses a VRayUserColor node to control the diffuse value on a single V-Ray Material. The four different pieces of the shader ball have a VRayUserAttribute that dictates different values.
||Hypershade|| > Create panel > VRay section > Utilities > VRay User Color
||Create Render Node|| > VRay section > Utilities > VRay User Color
User attribute name – Specifies the name of the user attribute that is looked up and returned from this shading node.
Default color – Specifies the color to return if the user attribute is not found on the shaded object.
Required format for attribute name – Displays possible formats for the attribute in the V-Ray User Attributes string assigned to the object and what is rendered as a result.
- If you prefer shuffling through color sets by their index value, as opposed to their name, you can use the VRayVertexColors texture for this.
- When rendering with IPR GPU, VRayUserColor supports setting UV and color sets from proxies and regular geometry.