This page provides information on V-RayBRDFLayered, which allows the stacking and blending of different V-Ray materials together.

 

Overview


V-RayBRDFLayered can be used to layer several V-Ray compatible materials in an efficient manner. It can be used to create complex materials like car paints, human skin (when used with SSS Material as a base material), etc.

V-RayBRDFLayered takes a base material and applies other materials (coatings) on top of it. This works like a stack, where each coat material blends between its own shading and that of the materials below it in the stack.

UI Paths


 

 ||mat Network|| > V-Ray > Material > Blend

||out Network|| > V-Ray Render Elements node > V-Ray > Material > Blend

 


Node


The BRDFLayered node provides inputs for controlling various material properties. Most inputs correspond to parameters in the section below.

 

 

 

brdf_# – Specifies a BRDF material to use as a coat. The number of coats is controlled by the BRDF Count parameter.

weight_# – Specifies a float for the BRDF Weight for the corresponding coat.

 

Parameters


 

 

Additive Mode – Defines how the base and coat materials blend together:

Default – The material behaves in a physically accurate manner, where each layer that reflects light blocks the reflections from reaching the layers below it. For example, light reflected off BRDF coat material 2 won't reach BRDF coat material 1.
Additive – The material behaves like a multi-layered Shellac material, meaning light reaches all layers equally and its reflection from each layer is added together. This can result in more light reflecting from the material than is shining on it, which makes the result physically incorrect. If this option is used, the blend amounts and reflectivity properties of each material need to be carefully set up so the sum of their reflectivity is not more than 1 (e.g. if each sub-material has only diffuse parts, then the sum of amount*diffuse_color of all materials should be less than (1.0,1.0,1.0) or (255,255,255) if you view colors in 0-255). For these reasons, it is not recommended to use this option unless you know this is the desired result.
MDL Normalize – Uses the NVIDIA MDL normalize method for blending. This mode is only applicable when using V-Ray GPU.
MDL Clamp Max – Uses the NVIDIA MDL clamp max method for blending. This mode is only applicable when using V-Ray GPU.

Transparency – Specifies the transparency of the material.

BRDF Count – Specifies the number of coats to use in the material.

Clear – Returns the BRDF Count to a value of 1.

BRDF Weight – The blend amount. Specifies how much of the final result is contributed by the corresponding coating material, and the rest of the materials below it. If a value of 1 is specified, the final result is comprised of the coat material only, and other materials below it are blocked. If a value of 0 is specified, the coat material has no effect on the final result.

 

Notes


  • If any of the Coat materials is a V-Ray Material with Fog Color different than white, it will be ignored.

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