Please note that this documentation space offers information for V-Ray 3.6! For most up-to-date documentation, refer to V-Ray Next for Modo help.

This page provides information on the V-Ray Blend Material.


Page Contents



V-Ray Blend Material can be used to layer several V-Ray compatible materials in an efficient manner. It can be used to create complex materials like car paint, and human skin when used with VRayFastSSS2 as a base material.

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




UI Path: |Shading viewport| > Shader Tree > Add Layer button > V-Ray Materials > V-Ray Blend Material


Base Parameters

Enable – When enabled, the coat material is connected to V-Ray Blend.

Base material – The base material over which other materials are layered. If this is not specified, the base material will be assumed to be a perfectly transparent material.

Mode – Defines how the base and coat materials will blend together.

Energy Conserving – When enabled, 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 Coat material 2 won't reach Coat material 1, and light reflected off Coat material 1 won't reach the Base material. This is the default setting.
Additive mode 
– When enabled, V-Ray Blend 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.


Coat Materials

Coat materials – Specifies materials to use as coatings.

Amount – This color specifies how much of the final result is contributed by the corresponding coating material, and the rest of the materials below it. If the specified color is white, the final result is comprised of the coat material only, and other materials below it are blocked. If the color is black, a coat material has no effect on the final result. This parameter can also be controlled by a texture map.


V-Ray Mtl Common

The V-Ray Mtl Common tab includes rollouts with settings that are common to many V-Ray (and Modo) materials, such as the Bump and Displacement rollout and the Layer rollout. For more details, please see the Common V-Ray Material Attributes page.



  • If any Coat material is a VRayMtl with a Fog color other than white, it is ignored. Fog color is taken into consideration only for the Base material.