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This page provides information on the GLSL Material.

 

Overview

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This node can be used to load GLSL shaders (.frag, .glsl files), V-Ray precompiled fragment shaders (.pfrag files) and render them directly with V-Ray.  

See the V-Ray GLSL page for more detailed description of the language and examples.

This node is the first stage of the V-Ray implementation of GLSL support. In this version, the shaders are compiled to byte code for a software virtual machine, which is then interpreted. Due to this run-time interpretation, GLSL shaders can be somewhat slower to render than V-Ray shaders written in C++. In future builds of V-Ray, shaders will be directly compiled to machine code for faster rendering.



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Material – An output slot for the GLSL material.

Textures

Uvw Generators

Transparency – Texture slot for Transparency.

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Parameters

 

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Clamp Result - Determines whether to force the result in the [0, Clamp Value] range or not.

Clamp Value - Specifies the upper clamp limit if Clamp Result is enabled.

Max Ray Depth - Specifies the maximum reflection/refraction depth for the shader.

Shader File - Browses  Browses for and loads .glsl.frag, or .pfrag files which contain the shader code.

Shader Node - Sets a custom name for the shader node.

Transparency - Overrides the alpha if Use if Use Shader Alpha is off. You can either use a single color or connect a texture.

Transparency Tex Mult - A multiplier for the Transparency parameter when a texture is used.

Use Shader Alpha - When enabled, uses the alpha calculated in the shader.

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GPU Support
 

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The GLSL shader is supported by V-Ray GPU within limitations. Below you can find detailed information about the GPU support. 

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