This page introduces the different material types in V-Ray for 3ds Max.


Overview


There are a number of different materials for use with V-Ray for 3ds Max. 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.

 


Image courtesy of Salih Göçmen

 

 


 

 

 

V-Ray Materials


 

VRayMtl

 

VRayBlendMtl

 

VRayLightMtl

 

 

 

VRay2SidedMtl

 

VRayFastSSS2

 

VRayScatterVolume

 

 

 

VRayALSurfaceMtl

VRayHairMtl

 

VRayCarPaintMtl

 

 

 

VRayFlakesMtl

 

VRayMtlWrapper

 

VRayOverrideMtl

 

 

 

VRayScannedMtl

 

VRayPointParticleMtl

 

VRaySwitchMtl

 

 

 

VRayOSLMtl

 

VRayGLSLMtl

 

VRayBumpMtl

 

 

 

VRayVRmatMtl

 

VRayStochasticFlakesMtl

 

VRayMDLMtl

 

 

 

 

Tools and Utilities


Additionally, V-Ray provides a number of utilities and standalone tools for working with materials:

  • Bake Vector Displacement - A utility material that allows you to generate displacement maps for Vector displacement when used along with texture baking. It requires that you have a low poly base geometry and a high poly target geometry. You can then generate a map that when used with vector displacement turns the base geometry into the target geometry. Vector displacement, unlike standard displacement which displaces only in a positive or negative direction from the surface of the low poly base, allows displacement to occur in all 3 axes. Thus instead of just being in a positive or negative direction, displacement can occur in many combined directions.
  • VRmat Converter - The V-Ray .vrmat converter can be used to convert materials in 3ds Max to .vrmat files which can be loaded using the VRayVRmatMtl material. 

  • VRayParticleColor - It is an operator that creates additional color information for particles. It's only used in the shading of Metaballs surfaces defined by the particles. It can be added to any Particle Flow event.