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

 

 Section Contents

 


 Page Contents


 

Overview


V-Ray for Rhinoceros offers a number of versatile materials. Each can be used in many ways in order to achieve a range of looks – from simulating simple surface properties like plastics and metals, to complex uses such as translucent objects, subsurface materials like skin or wax, and even light emitting objects.

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

 

 

User Interface 


 

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

 

 

The default view of the Material tab provides a Material List with a search feature, a shader ball preview, a Quick Settings tab, and a toolbar for managing the Material List. For a full list of the V-Ray Materials, see the Materials List expanding menu below.

Expanding the Asset Editor on the left will display a Material Library, which includes a wide variety of material presets. To see a full list of the material presets, go to the Preset Material Library page. 

Expanding the Asset Editor on the right will display the Material Editor, which contains material settings and rollouts.

 

Options


Most material commands are located in the material context menu.

Right-click on any material in the Material's List for a context menu to appear, where the material commands reside. You can also open it with a right-click on the material preview.

 

 

 

 

 

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.

MultiMtl, Blend, Bump, Toon, Override 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 Copy, Cut, Clear the selected material or Paste as Instance another material into the slot. 

 

When the viewport mode is set to Raytraced or Rendered, a Bitmap texture assigned to a material is displayed as a viewport texture through the Show in Viewport () option (placed in the texture's settings panel). For more information, go to the Bitmap page.


Material Conflict


On importing/inserting a .3dm file into a project, the default V-Ray behavior is to prompt you to choose what to do in case of conflicting materials.

 

 

You can set the default material conflicting behavior for a current project and disable the pop-up window on each import. Navigate to the V-Ray tab > Tools.

 

 

Disable the Prompt on Material Conflict option. Then, from the Material Conflict Action submenu, select the desired default behavior for the project (Use existing material, Replace existing material or Rename material).
Both Material Conflict Action and Prompt on Material Conflict are set individually for each Rhino project file and will remain the same between sessions.

Using the default action Rename Material for conflicts produced by inserted (as opposed to imported) files will produce renamed material copies each time the host project is saved and reopened. To counter this undesired behavior, refrain from choosing Rename Material as default action or make sure each inserted file contains uniquely named materials.



 


Blend Material | BRDFLayered

 


Bump Material | BRDFBump

 


Car Paint Material | BRDFCarPaint

 

 

 


Emissive Material | BRDFLight

 


VRay Material | VRayBRDF

 


Generic | VRayBRDF

 

 

 


Plastic | VRayBRDF

 


Paint | VRayBRDF

 

 

 


Glass | VRayBRDF

 

 

 


Liquid | VRayBRDF

 


Gem | VRayBRDF

 


Metal | VRayBRDF

 

 

 


Hair | BRDFHair3

 


Override Material | MtlOverride

 


Multi Material | MultiMtl

 

 

 


Stochastic Flakes | BRDFStochasticFlakes

 


Subsurface Scattering Material | BRDFSSS2Complex

 

 

 

Toon | MtlToon

 

 

 

Two Sided | Mtl2Sided

VRscan | BRDFScanned

 

 

 

Wrapper Material | MtlWrapper

 


Angle Blend | MtlAngleBlend