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 ||shop mat Network|| > Material > V-Ray Material node > V-Ray > Material > V-Ray Material

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 ||mat shop Network|| > V-Ray Material Builder node > V-Ray > Material > V-Ray Material

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The V-Ray BRDFVRayMtl provides inputs for controlling various material properties. They correspond to parameters in the section below.

 

 

 

Diffuse

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Color – The diffuse color of the material. Note: the actual diffuse color of the surface also depends on the reflection and refraction colors.

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Self-illumination Affects Gi – When enabled, the self-illumination color will affect affects GI computations.


Reflection

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Lock Highlight Glossiness – When disabled, the user can enter different values for the Hilight Glossiness and Reflection Glossiness. However this will does not produce physically correct results.

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Lock Fresnel IOR to Refraction IOR – Allows the user to unlock the Fresnel IOR parameter for finer control over the reflections. When this is enabled, the Fresnel IOR will be locked is locked to the Refraction IOR.

Fresnel IOR – The IOR to use when calculating Fresnel reflections. Normally this is locked to the Refraction IOR parameter, but you can unlock it for finer control. For more information, see The Use Fresnel Option example below.

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Subdivs – Controls the quality of glossy reflections. Lower values will render faster, but the result will be is more noisy. Higher values take longer, but produce smoother results. Note that this parameter is available for changing only when Use Local Subdivs is enabled in the DMC Sampler.

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Exit Color – If a ray has reached its maximum reflection depth, this color will be returned is returned without tracing the ray further.

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Dim Distance – Specifies a distance after which the reflection rays will not be are not traced.

Dim Fall-off – A fall off radius for the dim distance.

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Color Only – The reflectivity will affect affects only the RGB channel of the final render.
Color+alpha – Causes the material to transmit the alpha of the reflected objects, instead of displaying an opaque alpha.
All channels – All channels and render elements will be affected are affected by the reflectivity of the material.

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Index of Refraction – Index of refraction for the material, which describes the way light bends when crossing the material surface. A value of 1.0 means the light will does not change direction.  For more information, see The Refraction IOR Parameter example below.

Subdivs – Controls the quality of glossy refractions. Lower values will render faster, but the result will be is more noisy. Higher values take longer, but produce smoother results. Note that this parameter is available for changing only when Use Local Subdivs is enabled in the DMC Sampler.

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Affect Shadows – This parameter will cause causes the material to cast transparent shadows to create a simple caustic effect dependent on the Refraction Color and the Fog Color. For accurate caustic calculations, disable this parameter and instead enable Caustics in the V-Ray Renderer. Simultaneous usage of both Caustics and Affects Shadows can be used for artistic purposes but will not does not produce a physically correct result.

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Exit Color – If a ray has reached it's maximum depth this color will be returned is returned instead of tracing the ray further

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Affect Channels – Allows the user to specify which channels are going to be affected by the transparency of the material

Color Only – The transparency will affect transparency affects only the RGB channel of the final render.
Color+alpha – This will cause This causes the material to transmit the alpha of the refracted objects, instead of displaying an opaque alpha.
All channels – All channels and render elements will be are affected by the transparency of the material.

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Translucency Type – Selects the algorithm for calculating translucency (also called sub-surface scattering). Note that refraction must be enabled for this effect to be visible. Currently only single-bounce scattering is supported. See the example below for illustration. 

None – No translucency is calculated for the material.
Hard (wax) model – This model is specifically suited for hard materials like marble.
Soft (water) model – This model is mostly for compatibility with older V-Ray versions (1.09.x).
Hybrid model – This is the most realistic SSS model and is suitable for simulating skin, milk, fruit juice and other translucent materials.

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Fwd / Back coeff – Controls the direction of scattering for a ray. A value of 1.0 means a ray can only go forward (away from the surface, inside the object); 0.5 means that a ray has an equal chance of going forward or backward; 0.0 means a ray will be scattered is scattered backward (towards the surface, to the outside of the object).

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Scatter Coeff – The amount of scattering inside the object. A value of 1.0 means rays will be scattered are scattered in all directions; 0.0 means a ray cannot change its direction inside the sub-surface volume.

Maximum Thickness – Limits the rays that will be are traced below the surface. This is useful if you do not want or don't need to trace the whole sub-surface volume.

 

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Example: Translucency Type

 

This example demonstrates the effect of the Translucency type parameter. Note that refraction must be enabled for this effect to be visible. Currently, only single-bounce scattering is supported. The Diffuse is red (0.9;0.225;0) and the Translucency Color is blue(0; 0; 0.9); Refraction color (0.822; 0.822; 0.822) and Fog Color(0.697; 0.697; 0.697) are set to light gray.

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None

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Hard (Wax) model

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Soft (Water) model

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Hybrid model

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Options

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Cutoff – A threshold below which reflections/refractions will is not be traced. V-Ray tries to estimate the contribution of reflections/refractions to the image, and if it is below this threshold, these effects are not computed. Do not set this to 0.0 as it may cause excessively long render times in some cases.

Double-sided – When enabled, V-Ray will flip flips the normals for back-facing surfaces with this material assigned. Otherwise, the lighting on the "outer" side of the material will be computed is computed always. You can use this to achieve a fake translucent effect for thin objects like paper.

Reflect On Back Side – When disabled, V-Ray will calculate calculates reflections for the front side of objects only. Checking it will make makes V-Ray calculate the reflections for the back sides of objects too.

Use Irradiance map – When enabled, the irradiance map will be is used to approximate diffuse indirect illumination for the material. If disabled, Brute Force GI will be is used in which case the quality of the Brute force GI is determined by the Subdivs parameter of the Irradiance Map. This can be used for objects in the scene which have small details that are not approximated very well by the irradiance map.

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Glossy Rays as GI – Specifies on what occasions glossy rays will be are treated as GI rays:

Never – Glossy rays are never treated as GI rays.
GI Rays – (Default) Glossy rays will be treated are treated as GI rays only when GI is being evaluated. This can speed up rendering of scenes with glossy reflections.
Always – Glossy rays are always treated as GI rays. A side effect is that the Secondary GI engine will be is used for glossy rays. For example, if the primary engine is irradiance map and the secondary is light cache, the glossy rays will use uses light cache (which is a lot faster).

Refl. Gloss. Interpretation –These options control how Reflection Glossiness is interpreted. When Use Glossiness is selected, the Glossiness value is used as is, and a high Glossiness value (such as 1.0) will result results in sharp reflection highlights. When Use Roughness  is selected, the Reflection Glossiness  inverse value is used. For example, if Reflection Glossiness  is set to 1.0 and Use Roughness  is selected, this will result results in diffuse shading. Conversely, if Glossiness is set to 0.0 and Use Roughness is selected, this will result results in sharp reflection highlights. Note that the Roughness parameter itself has no bearing on the results of this option. 

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