This page includes details on Common Attributes found in many of the V-Ray Materials in Modo.

 

Page Contents


Layer rollout


This series of attributes are common among all V-Ray Materials and can be found in the vertical Common tab of the Properties tab.

 

 

 

Enable – Enables the material in the scene.

Invert – This option is currently not supported.

Blend Mode – Affects blending between different material layers.

Note: It is recommended that you use the V-Ray Blend Material instead of this parameter when possible for the best results. 

Opacity – Controls the transparency of the material layer.

Locator – Used for anisotropic direction when the UV Vector Derivation is set to Specified UVW Generator.

 

Bump and Displacement rollout


This series of attributes are common among all V-Ray Materials (except for the Point Particle material) and can be found in the vertical Common tab of the Properties tab.

 

 

 

Bump Amplitude – The maximum amount of bump.

Bump Shadows – When enabled, shadows produced by objects with this material will also incorporate its bump effect.

Bump Delta Scale – A scale for sampling the bitmap when using bump mapping. The exact value is calculated automatically by V-Ray but can be adjusted by the scale.

Clear Previous Bumps – Textures with the "Bump" effect that are below this material in the Shader Tree, will be ignored.


Normal map multiplier – A multiplier for the normal map effect.


Displacement Distance – Specifies the distance for the maximum amount of displacement.


Smoothing – A multiplier for the amount of smoothing applied.

Smoothing Angle – Specifies the angle below which normals will be smoothed.

Back face material – Defines how to treat the material when it is applied to the back side of geometry. Back side refers to the side facing opposite the surface normal. This option has the same usage as the Double Sided option in the Modo material. The main use for this option is to be able to "see" inside a room with single-sided walls when the wall normals point toward the inside of the room. The possible options are the following:

Same as front face material – This is the default setting. With this option selected, V-Ray renders the material the same on both sides. This is the same as enabling the Double Sided option in the Modo material.
Fully transp. to camera rays – Renders the back side of polygons as invisible to the camera. The behavior of this option is similar, but not the same, as disabling the Double Sided option in the Modo material.
Fully transp. to non-shadow rays – Renders the back side of polygons as invisible to all rays, except shadow rays. The behavior of this option is exactly the same as disabling the Double sided option in the Modo material.

Rounded Edge Width – Sets the width of the round edges set within the material. For more details, please see the Rounded Corners example below.

 

Rounded Edges options


Setting a value greater than 0 opens extra parameters to control the behavior of the Rounded Edges effect. 

 

 

 

Raytraced – Enables raytracing to compute the rounded corners. Disabling will use static mesh analysis.

Consider Same Objects Only – When enabled, the rounded corners are produced only along edges that belong to the same object which has the attribute applied. When disabled, rounded corners are produced along edges formed when the object with the attribute intersects other objects in the scene. For more information, see the Consider Same Objects Only example below.

Mode – Choose which edges are considered in the calculation. Possible options are:

Convex and Concave – Considers all edges.
Convex Only – Only applies Round Edges effect to edges with convex angles.
Concave Only – Only applies Round Edges effect to edges with concave angles.

For more information, please see the Corners Mode example below.

 

Rounded Edges for Unity/Unreal Materials

Rounded edges can be used with Unreal or Unity materials by using a standard V-Ray or Modo material as a base.
Add V-Ray or Modo material under the Unreal or Unity shader, then change the "Rounded Edges Width" options to achieve the result.

 

 

 


Example: Rounded Corners


This example shows the effect of the rounded edges based on the Radius. The cube is 1.3 meters in each dimension.


 


Radius
is 25mm

 


Radius
is 50mm

 

 

 



Example: Consider Same Objects Only


In this example, the two cubes and the sphere are separate objects.  A Rounded Edge Width of 50 mm has ben used.

 

 


Consider Same Objects Only
is enabled
The rounded corners effect is applied to each object individually.

 


Consider Same Objects Only
 is disabled
The rounded corners effect is applied between the different objects.

 

 

 

 


Example: Corners Mode

 

 


Convex and concave corners

 


Convex corners only

 


Concave corners only

 

 

 

Notes


  • Rounded Edges can be used with Unity and Unreal materials by placing a V-Ray material under them in the shader tree.