This page provides information on the VRayObjectProperties.
In addition to the settings in the Render Settings dialog, which are global for the scene, you can set different render settings on a per-object basis. Some of those properties (primary and secondary visibility, visibility to camera etc) are accessible through the VRayObjectProperties node.
Override moblur samples – When disabled, the Geometry Samples value is taken from the global Camera Overrides rollout. When enabled, the number of geometry samples is taken from the Motion blur samples parameter below.
Motion blur samples – If Override motion blur samples is enabled, this specifies the number of geometry samples for the objects that have this VRayObjectProperties applied.
Override object ID – When enabled, allows the user to manually specify the object ID value.
Object ID – Specifies an ID for the object. This is used by the MultiMatte render element which creates selection masks based on Object IDs.
Override Skip Rendering – When enabled, overrides the skip rendering flag set by Transform Attributes.
Skip Rendering – When enabled, the objects below the transform is not included in the V-Ray scene and is not rendered.
Disable – Disables the Additional Surface Properties, Visibility Options and Matter Properties at once.
The properties in this rollout are inactive when working with V-Ray CUDA engine.
Use Irradiance Map – When enabled, the irradiance map is used to approximate diffuse indirect illumination for the object. If disabled, brute force GI is used. You can use this for objects in the scene which have small details and are not approximated very well by the irradiance map.
Generate GI – Controls whether the object generates indirect illumination. A multiplier can be specified for the generated indirect illumination.
Receive GI – Controls whether the object receives indirect illumination. A multiplier can be specified for the received indirect illumination.
Generate Caustics – When enabled, the selected objects refracts the light coming from light sources that are caustics generators, so that caustics are produced. Note that in order to generate caustics, an object must have a reflective or refractive material.
Receive Caustics – When enabled, the object becomes a caustic receiver. When light is refracted by objects that generate caustics, the resulting caustics are only visible when they are projected on caustics receivers.
Subdivs Mult. – Specifies a multiplier for the subdivisions of all secondary ray tracing done for the particular surface.
Caustics multiplier – Specifies a multiplier for the caustics generated by the selected object. Note that this value has no effect unless Generate caustics is enabled.
Visible to GI – When disabled, the object is considered perfectly transparent to GI rays.
Primary Visibility – When disabled, the object appears perfectly transparent to camera rays. This option is inactive when working with V-Ray CUDA engine.
Visible in reflections – When disabled, the object appears perfectly transparent to reflection rays.
Visible in refractions – When disabled, the object appears perfectly transparent to refraction rays.
Cast shadows – When disabled, the object appears perfectly transparent to shadow rays.
Receive shadows – When disabled, the object does not receive shadows. This option is inactive when working with V-Ray CUDA engine.
V-Ray has its own matte system. You can control matte properties either on an object level through the VrayObjectProperties node, or on a material level through the special VRayMtlWrapper material.
When using the V-Ray CUDA engine, only the Matte Surface, Alpha Contribution, Generate Render Elements and Shadows options are active from this rollout.
Matte Surface – Enabling this option turns the object into a matte object. This means that the object is not directly visible in the scene; instead, the background color is shown in its place. However, the object appears normally in reflections/refractions and generates indirect illumination based on its actual material.
Alpha contribution – Controls how the object appears in the alpha channel. Note that this parameter does not require the object to be a matte object - this parameter has an effect on all objects. A value of 1.0 means that the object appears normally in the alpha channel. A value of 0.0 means that the object is not present in the alpha channel at all. A value of -1.0 inverts the alpha of the object. Note that turning an object into a matte object does not change its appearance in the alpha channel. You need to explicitly change its alpha contribution. This can be mapped by a texture.
Generate Render Elements – This option can include or exclude the selected object(s) from certain Render Elements on a per-object basis. When disabled, the selected object's information is excluded from the following Render Elements, when they are added to the scene from the Render Elements tab:
Shadows – When enabled, the matte object receives shadows.
Affect alpha – When enabled, makes shadows affect the alpha contribution of the matte surface. Areas in perfect shadow produce white alpha, while completely unoccluded areas produce black alpha. Note that GI shadows (from skylight) are also computed, however GI shadows on matte objects are not supported by the light cache GI engine, when used as primary engine. You can safely use it with matte surfaces as secondary engines.
Shadow Tint Color – Specifies the color of the shadows.
Shadow Brightness – An optional brightness parameter for the shadows on the matte surface. A value of 0.0 makes the shadows completely invisible, while a value of 1.0 shows the full shadows.
Reflection amount – If the material of the object is a reflective V-Ray material, this controls how much of the reflection is visible on the matte object.
Refraction amount – If the material of the object is a refractive V-Ray material, this controls how much of the refraction is visible on the matte object.
GI amount – Controls how much of the indirect illumination received by the object is visible on the matte.
No GI on other mattes – When enabled, causes the object to appear as a matte object in reflections, refractions, GI, etc. for other matte objects. Note that if this is enabled, refractions for the matte object might not be calculated. (The object appears as a matte object to itself and is not able to "see" the refractions on the other side.)
Matte for all secondary rays – Normally the base material is used when an object with a VRayMtlWrapper is seen through reflections/refractions. Enable this option, if you want the VRayMtlWrapper to show the environment when seen through reflections/refractions. V-Ray can also do projection mapping to increase the realism.
GI surface ID – This number can be used to prevent the blending of light cache samples across different surfaces. If two objects have different GI surface IDs, the light cache samples of the two objects are not blended. This can be useful for preventing light leaks between objects of vastly different illumination.
SSS Surface ID – Used to tell VRayFastSSS2 and VRaySkinMtl materials that objects with the same ID need to share the same illumination samples when using raytraced multiple scattering. This avoids illumination seams between those objects.
The Exclude lists options are used for including or excluding objects from reflection and refraction calculations. This rollout is inactive when using V-Ray CUDA engine.
Use Reflection Exclude List – Enables the Reflection Exclude list below.
As Inclusive List – When enabled, reverses the meaning of the Reflection Exclude list, making it an inclusive list.
Reflection Exclude – An exclude list that allows the user to specify which objects are going to be visible in the reflections of the current object. Shading Groups can be excluded when using the VRayObjectProperties node in the Hypershade.
Use Refraction Exclude List – Enables the Refraction Exclude list below.
As Inclusive List – When enabled, reverses the meaning of the Refraction Exclude list, making it an inclusive list.
Refraction Exclude – An exclude list that allows the user to specify which objects are visible in the refractions of the current object. Shading Groups can be excluded when using the VRayObjectProperties node in the Hypershade.