This page provides information on the Override Material node.
The V-Ray MtlOverride 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.
This group of attributes allows the material to be changed depending on the type of ray. For example, an object can be rendered with one material when looked directly from the camera, and with another material, when looked in reflections.
||mat Network|| > V-Ray > Material > Override
||out Network|| > V-Ray Render Elements node > V-Ray > Material > Override
The MtlOverride node provides inputs for controlling various material properties. Some correspond to parameters in the section below.
base_mtl – Specifies the material V-Ray uses while rendering the object.
gi_mtl – Specifies the material V-Ray uses while calculating the GI solution.
reflect_mtl – The material V-Ray uses to render the object with, when the object is seen in reflections. For more information, see Using the Reflect material example below.
refract_mtl – The material V-Ray uses to render the object with, when the object is seen in refractions. For more information, see Using the Refract material example below.
shadow_mtl – The material that is used to render shadows cast from the object.
Enable the GI material – Enables the rendering of the material connected to the gi_mtl input of the node.
Enable the Reflection material – Enables the rendering of the material connected to the reflect_mtl input of the node.
Enable the Refraction material – Enables the rendering of the material connected to the refract_mtl input of the node.
Enable the shadow material – Enables the rendering of the material connected to the shadow_mtl input of the node.
Use Environment Override Texture – Enables the environment override.
Environment – Specifies the environment override texture.
Environment Priority – Specifies the priority of this environment override when several materials override it along a ray path.
Example: Using the GI material
This example shows how the use of a GI material affects 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 knows 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 uses 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. It contains 4 boxes, 1 light source, and a studio type environment. Each box has a VRayOverride material assigned, but only the Base material is active. The rendered boxes are all one and the same in their diffuse and their reflections as well.
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 second ones have green, and the third one has blue. V-Ray uses those materials, when the objects are seen in reflections. In our scene, the environment is actually a reflective surface, so the boxes are being reflected. On the other hand you can also notice that the base material of the boxes is also reflective (Fresnel type) and the middle ones are seen with their VRayOverride Reflect material in the right box.
Example: Using the Refract material
The next render is even more complex as the VRayOverride Refract material of the boxes is activated as well. From left to right follow: a cyan, a purple and a yellow diffuse color. Those materials are set so that when seen through refraction, V-Ray considers and renders the objects with them. As you can see the Reflect materials are still affecting the render image. If you take a closer look at the lens' edges you will notice the green reflection, which is actually the that reflect material of the middle boxes. While V-Ray had been tracing the rays on the lens' surfaces, those polygons on the edges had first captured a reflection, so that's why there are green traces.