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The 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 paints, human skin (when used with the V-Ray Subsurface Scattering Material as a base material) etc.
V-Ray Blend Material 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
Base Material – Allows the user to select the base material to which the bump/normal effect will be added.
Additive Mode – When enabled, causes the V-Ray Blend Material to behave like a multi-layered Shellac material. Note that this would often result in a physically incorrect material (e.g. a material that reflects more light than falls on it). It is not recommended to use this option unless you know what you are doing.
Add Coat – Adds another Coat layer to the stack.
Coat – Specifies materials to use as coatings.
Blend – Specifies how much of the final result is contributed by the corresponding coating material, and the rest of the materials below it. If the Blend amount is white, the final result is comprised of the coat material only, and other materials below it are blocked. If the Blend amount is black, a coat material has no effect on the final result. This parameter can also be controlled by a texture map.
Blend Mult – Specifies a multiplier for the amount that the texture is blended with the Blend color.
Disable Volume Fog – When disabled, V-Ray will trace direct lighting into the material.
Only in Secondary – When enabled, the material will only be visible in the reflection or refraction.
Reflect on Backside – When enabled, reflections will be computed for back-facing surfaces too. Note that this affects total internal reflections (when refractions are computed).
Can be Overridden – When enabled, the material will be overridden when you enable the override color option in the Global Switches.
Cast Shadows – When disabled, the material will not cast shadows.
Refraction Max Depth – Specifies the number of times a ray can be refracted. Scenes with lots of refractive and reflective surfaces may require higher values to look right. A value of -1 means that V-Ray will use the value specified on the “Max Depth” in the Switches.
Ignore Objects in Secondary
On – When enabled, the material will not be overridden when you enable the Override Color option in the Global Switches.
Optimized Exclusion – When enabled, the material will not be overridden when you enable the override color option in the Global Switches.
Alpha Contribution – Allows the alpha channel of each material in the scene to be obtained. A value of 1 means no alpha and 0 means full alpha.
ID Color – Specifies a unique color that will be visible when rendering using the ID Color VFB Channel.
This rollout contains the different texture maps for the various parameters of the material.
On – Enables or disables the bump or normal effect.
Texture – Specifies a texture to be used as a bump or normal map.
Multiplier – Controls the intensity of the bump or normal map.
Bump Type – Specifies whether a bump map or a normal map effect will be added to the base material.
Normal map (Tangent space)
Normal map (Object space)
Normal map (Camera space)
Normal map (World space )
Bump map (Local space)
On – Enables or disables the displacement effect.
Texture – Specifies a texture to be used as a displacement map.
Multiplier – Controls the intensity of the displacement map.
Keep continuity – When enabled, tries to produce a connected surface, without splits, when there are faces from different smoothing groups and/or material IDs. Note that using material IDs is not a very good way to combine displacement maps since V-Ray cannot always guarantee the surface continuity. Use other methods (vertex colors, masks etc) to blend different displacement maps.
View dependent – When enabled, Edge length determines the maximum length of a subtriangle edge in pixels. A value of 1.0 means that the longest edge of each subtriangle will be about one pixel long when projected on the screen. When disabled, Edge length is the maximum sub-triangle edge length in world units.
Shift – Specifies a constant, which will be added to the displacement map values, effectively shifting the displaced surface up and down along the normals. This can be either positive or negative.
Water Level – Clips the surface geometry in places where the displacement map value is below the specified threshold. This can be used for clip mapping a displacement map value below which geometry will be clipped .
Max subdivs – Controls the maximum sub-triangles generated from any triangle of the original mesh when the displacement type is Subdivision. The value is in fact the square root of the maximum number of subtriangles. For example, a value of 256 means that at most 256 x 256 = 65536 subtriangles will be generated for any given original triangle. It is not a good idea to keep this value very high. If you need to use higher values, it will be better to tessellate the original mesh itself into smaller triangles instead. The actual subdivisions for a triangle are rounded up to the nearest power of two (this makes it easier to avoid gaps because of different tessellation on neighboring triangles).
Edge length – Determines the quality of the displacement. Each triangle of the original mesh is subdivided into a number of subtriangles. More subtriangles mean more detail in the displacement, slower rendering times and more RAM usage. Less subtriangles mean less detail, faster rendering and less RAM. The meaning of Edge length depends on the View dependent parameter.
Allows Background, Reflection, and Refraction maps from Environment Settings to be overridden for the current material.
Override – Enables and disables the specified map to override the corresponding map in Environment Settings
Color – Specifies a color for the overriding map.
Texture – Specifies a texture to be used as the overriding map.
Multiplier – Controls the intensity of the Texture map.