This page introduces the different material types in V-Ray for SketchUp.


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There are a number of different materials for use with V-Ray for SketchUp. These materials are quite versatile and each can be used in a number of ways to achieve different looks as needed from simulating simple surface properties like plastics and metals to complex uses such as translucent objects, subsurface materials such as skin and even light emitting objects.

For more details on each material, please see the dedicated pages.


UI Path: ||Asset Editor|| > Materials tab




There are some context options that V-Ray materials have.

Right-click on any material in the Material's List for a context menu to appear. Select a material to Use as Replacement for any other material in the scene. Then, use the Replace option over the chosen material in order for this option to take effect. 

MultiMtlBlendBumpToonOverride and TwoSided materials allow drag-and-dropping to their input slots. The input slot () of these materials also has a context menu available when you right-click on it. 


You can CopyCutClear the selected material or Paste as Instance another material into the slot. 

Material Binding

In SketchUp a texture is required to manage the texture mapping of the material in the viewport. Some of the V-Ray materials (generic materials) provide material binding settings allowing them to sync the viewport presentation with SketchUp's material editor. Complex materials and materials that have procedural textures linked to their diffuse color slot are displayed with a default V-Ray placeholder texture or the so called, texture helper.

Changing V-Ray helper texture of a complex material (such as VRscan, MultiMtl) with an image file will not cause it to be displayed in the render output. The new texture will only be used for mapping control.

The Bitmap texture has a Show in Viewport () option that displays the assigned image file as a viewport texture. For more information, go to the Bitmap page.


V-Ray Materials