This page provides information on the V-Ray Object Properties that can be added to shaders.

 

Page Contents

 

Overview


V-Ray Object Properties are additional settings for shaders that override and control different render settings on a per-shader level. When used as an Item shader, they affect the object directly.

 To add these settings, select the shader in the Shading Tree before adding V-Ray Object Properties.

 


 

UI Paths:

||Select shader|| > V-Ray menu > Add or Remove V-Ray package > Add V-Ray Object Properties to selected shaders

||Select shader|| > V-Ray Toolbar > Add or Remove V-Ray package button > Add V-Ray Object Properties to selected shaders

 

 


Rollouts


Enable Parameters





Enable – Enables the V-Ray Object Properties overrides.


Additional surface properties 


 



Use irradiance map – When enabled , the irradiance map will be used to approximate diffuse indirect illumination for the shaded objects. When disabled, brute force GI will be used. Use this for objects in the scene which have small details and are not approximated very well by the irradiance map.

Generated GI mult. – A multiplier for the GI amount generated by the shaded object.

Received GI mult. – A multiplier for the GI amount received by the shaded object.

Generated caustics mult. – A multiplier for the amount of Caustics generated by the shaded object.

Received caustics mult. – A multiplier for the amount of Caustics received by the shaded object.


Matte Properties 


 



Alpha contribution  – Determines the appearance of the object in the alpha channel of the rendered image. A value of 1.0 means the alpha channel will be derived from the transparency of the shaded object. A value of 0.0 means the object will not appear in the alpha channel at all and will show the alpha of the objects behind it. A value of -1.0 means that the transparency of the shaded object will cut out from the alpha of the objects behind. Matte objects are typically given an alpha contribution of -1.0. Note that this option is independent of the Matte surface option (i.e. a surface can have an alpha contribution of -1.0 without being a matte surface).

Matte surface  – Makes the shaded objects render as a matte objects, which shows the background, instead of the applied material, when viewed directly. Note that the applied material is still used for things like GI, caustics, reflections etc.

Shadows – When enabled, makes shadows visible on the matte surface.

Affect alpha When enabled, makes shadows affect the alpha contribution of the matte surface. Areas in perfect shadow will produce white alpha, while completely unoccluded areas will produce black alpha. Note that GI shadows (from skylight) are also computed, however GI shadows on matte objects are not supported by the photon map and the light map GI engines, when used as primary engines. You can safely use those with matte surfaces as secondary engines.

Shadow Tint Color – An optional tint for the shadows on the matte surface.

Shadow Brightness  – An optional brightness parameter for the shadows on the matte surface. A value of 0.0 will make the shadows completely invisible, while a value of 1.0 will show the full shadows.

Reflection Amount  – Multiplier to the reflections of the applied material.

Refraction Amount Multiplier to the refractions of the applied material.

GI amount  – Determines the amount of GI shadows.

No GI on other mattes  – Causes the object to appear as a matte object in reflections, refractions, GI etc for other matte objects. Note that if this is on, refractions for the matte object might not be calculated (the object will appear a matte object to itself and will not be able to "see" the refractions on the other side).

Matte for sec. rays Specifies how matte surface is seen through reflections and refractions.

Disable – The matte surfaces will be visible with their shading material.
With Projection Mapping
- The environment witll be visible instead of the matte surface.
Without Projection Mapping
- The environment with projection mapping will be visible instead of the matte surface.


Miscellaneous


 




GI surface ID  – This number can be used to prevent the blending of light cache samples across different surfaces. If two objects have different GI surface IDs, the light cache samples of the two objects will not be blended. This can be useful to prevent light leaks between objects of vastly different illumination.

Subdivs multiplier – A multiplier that controls the GI sampling of the shaded objects. Values bigger than 1 increase the sampling for the particular objects while values smaller than 1 decrease it.

V-Ray Reflection Exclude list  – An Include/Exclude list that allows the user to specify which objects are going to be visible in the reflections of the shaded object.

Include Child Items – When enabled child items of items in the list will also be considered

Reflection List Is Inclusive – Toggles the meaning of the V-Ray Reflection Exclude list between Include and Exclude

V-Ray Refraction Exclude list  – An Include/Exclude list that allow the user to specify which objects are going to be visible in the refractions of the shaed object

Include Child Items – When enabled child items of items in the list will also be considered

Refraction List Is Inclusive – Toggles the meaning of the V-Ray Refraction Exclude list between Include and Exclude