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This page provides information on the User-Defined Color Map.

 

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Overview


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The VRayUserColor texture can be used to read User-Defined object properties from the currently shaded node and convert them to a color value. This allows you to use the same shading network on several different objects in the scene, but to control various aspects of the material through User-Defined properties. In the example shown here the Default color is set to green.

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UI Path


 

||Material Editor window|| > Material/Map Browser > Maps > V-Ray > VRayUserColor

 

Parameters


Default color – The color that is returned if the specified user property cannot be found on the currently shaded object.

Default texmap – Specifies a texture to be used for the default color if the user property cannot be found on the currently shaded object.

Attribute name – A string that specifies the name of the User-Defined property.

 

Format of the User Properties


The text box below the parameters shows the possible formats for the value of the user-defined property. Suppose that we want to take the texture color from a user property named diffuse_color. Then if we want to specify red color on one object, we could specify this as diffuse_color=1,0,0 and if we want green color on another object, we could specify this as diffuse_color=0,1,0


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The material with VRayUserColor texture as diffuse color, assigned to both objects.

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Object properties for the first object

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Object properties for the other object

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Render of the two objects. Even though they use the same material, the diffuse color is read from their object properties.


Notes


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  • When rendering with V-Ray GPU, VRayUserColor supports setting UV and color sets from proxies and regular geometry.