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This page provides details on the settings for the GLSL Material in V-Ray.

 

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Overview


The VRayMtlGLSL and VRayTexGLSL nodes can be used to load GLSL shaders (.frag, .glsl files) or V-Ray precompiled fragment shaders (.pfrag files) and render them directly with V-Ray. If the shader file describes a material (rather than a texture), it can be rendered with a VRay GLSL Material or by assigning a VRayTexGLSL map to the color slot of a VRayLightMtl material.

Note that both VRayGLSLMtl and VRayTexGLSL share the same user interface.  

This material and the VRayTexGLSL map are part of the first stage of V-Ray implementation of GLSL support. In this version of V-Ray, 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.

 

 

UI Paths


 

 

||Hypershade|| > Create panel > VRay section > VRay Mtl GLSL


||Create Render Node window|| > VRay section > VRay Mtl GLSL

 

||V-Ray Shelf|| > Right-click Create V-Ray Materials button > VRay Mtl GLSL

 

 

 

Basic Parameters


 

 

 

Shader File Name – Specifies the .glsl, .frag, or .pfrag file which contains the shader code.

Recreate attributes – Reloads the shader and recreate its parameters.

Save compiled shader – Saves the shader file as a binary precompiled fragment shader file (.pfrag ).

Viewport color – Specifies the diffuse component of the material used in the viewport shading.

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

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.

Use Shader Alpha – Uses the alpha calculated in the shader.

Transparency – Overrides the alpha if Use Shader Alpha off.

 

Shader Attributes


This section holds all parameters found in the shader itself and can be edited from here.

 

 

 

References