This page describes the V-Ray Scene node in V-Ray for Maya.


Overview


The V-Ray Scene node is the result of importing a .vrscene file into your scene from the V-Ray Scene Manager. Its parameters are available in the Attribute Editor after import.

For detailed information on how to export a .vrscene file, see the Exporting and Using V-Ray Scene Files tutorial.

 


 

UI Path


 

||Import .vrscene from Scene Manager|| > Attribute Editor > VRayScene tab

 

A VRayScene object can also be loaded by dragging and dropping a .vrscene file directly in your viewport. 


Parameters


 


Disable – Turns the VRayScene object off in the render. The preview is still visible in the viewport to select the node, but the items in the vrscene do not appear in any renders.

File (*.vrscene) – The path and filename of the vrscene loaded into the Scene node.

Load Mode – Specifies how to load the .vrscene file. 

All – Loads the .vrscene file with all its geometry, lights, shading, volumes, etc. 
Geometry – Loads the .vrscene file with geometry and shading only. This option allows instancing vrscenes using MASH or nParticles. The new scene can be exported as a .vrscene, too. See the Instancing vrscene with MASH/nParticles  examples below.

 Geometry Load Mode has several advantages:

  • the instanced scene uses much less memory;
  • much faster render times;
  • makes possible of billions of instances of a geometry.

Flip Axis – Switches objects from using the Z axis in the up direction to using the Y axis.

Add Lights – When enabled, the lights from the vrscene is used in the render.

 


Example: Instancing vrscene with MASH and nParticles

 

This example shows how to instance a vrscene using MASH. A .vrscene is imported with the Scene Manager. The vrscene used in this example consists of one geometry object (an owl), which has a material applied. 

In the VRayScene rollout, change the Load Mode to Geometry. This way, the scene will load only geometry and shading, but it will become available for instancing.

 

 

To instance the scene using MASH, create a MASH Network (MASH > Create MASH Network ). As a Geometry Type, select Instancer

 

 

Adjust the distribution of your MASH network. In the example shown, the original owl scene is instanced 9 times. The instances are distributed in a Grid, with Distance X and Z set to 50.0.

 

 

 

The new scene is ready to be rendered or exported as a .vrscene, allowing you multiple instancing of one vrscene.  

Here is how to instance a vrscene with nParticles. Import the .vrscene using the Scene Manager. The vrscene used in this example consists of one geometry object (an owl), which has a material applied. 

In the VRayScene rollout, change the Load Mode to Geometry. This way, the scene will load only geometry and shading, but it will become available for instancing.

 

 

Create the nParticles using the nParticle tool (nParticles > nParticle tool). Select the points in the viewport that will later be instances of the vrscene. Press Enter to create the nParticle node. 

Go to nParticles > Instancer. Select the newly created instancer node and add the vrscene as an instanced object:

 

 

Once done, the vrscene instances load in the viewport and are ready to render. In the example below, the points of the instances are randomly selected. 

 

 

 

Note that if you miss to select the Geometry Load Mode of the vrscene, the render will not include the instanced geometry, although it will be visible in the viewport!  



Animation Overrides rollout


 

 

 

Use Animation Overrides – Enables the following parameters found in the Animation Overrides rollout.

Animation Type – Sets the way any animation in the vrscene play within your current scene.

Loop – The animation plays from the vrscene using the Anim Length setting. If the time range in your current scene is longer than the length of the animation, it repeats the beginning of the animation again.
Once – The animation in the vrscene plays just once. The end of the animation holds, if the time range is longer than the length of the animation.
Ping-Pong – The animation plays from the vrscene and if the end of the animation is reached, the animation plays in reverse towards the beginning of the animation. It continues back and forth until the end of the time range.
Still – The animation holds the Anim Start frame for the duration of the time range.

Anim Start – The frame used for the beginning of the animation.

Anim Length – The number of frames used to play the animation.

Anim Offset – The number of frames shifted between the animation and the time range.

Anim Speed – The pace at which the animation plays. The default of 1 plays at the speed for which the animation was created.

 

Render Overrides rollout


 

 

 

Object ID – Overrides the object ID for all objects in the imported vrscene. If the override is not set, i.e. the value is -1 (minus one), V-Ray uses the original object IDs of the vrscene objects.

 

Render Stats subsection

 

 

 

Use Render Stats – Enables the following parameters found in the Render Stats subsection of the Render Overrides rollout.

Overall Visibility – Overrides the transparency of the object(s) in the vrscene. A value of 1 keeps everything the way it was set in the vrscene, while 0 makes them invisible, and anything in between makes them partially transparent.

Primary Visibility – When disabled, the object(s) in the vrscene is not visible in the render.

Visible in Reflections – When disabled, the object(s) in the vrscene appears perfectly transparent to reflection rays.

Visible in Refractions – When disabled, the object(s) in the vrscene appears perfectly transparent to refraction rays.

Casts Shadows – When disabled, the object(s) in the vrscene does not cast shadows.

Receive Shadows – When disabled, the object(s) in the vrscene does not receive shadows.

Visible To GI – When disabled, the object(s) in the vrscene are considered perfectly transparent to GI rays.

 

Wrapper subsection

 

 

 

Use Wrapper – Enables the following parameters found in the Wrapper subsection of the Render Overrides rollout.

 

Additional Surface Properties

Use Irradiance Map – When enabled, the Irradiance Map is used to approximate diffuse indirect illumination for the material. If this is off, brute force GI is used. You can use this for objects in the scene which have small details that are not approximated very well by the Irradiance Map.

Generate GI – Controls the GI generated by the material.

Generate GI Multiplier – A multiplier for the amount of GI generated by the material.

Receive GI – Controls the GI received by the material.

Receive GI Multiplier – A multiplier for the amount of GI received by the material.

Subdivs Mult. – A multiplier for the subdivisions of all secondary ray tracing done for the particular surface.

Generate caustics – When disabled, the material does not generate caustics.

Receive caustics – When disabled, the material does not receive caustics.

Caustics multiplier – Determines the effect of caustics on the material.

 

Matte Properties

Matte surface – Makes the material appear as a matte material, which shows the background instead of the base material on objects. Note that the base material is still used for calculations like GI, caustics, reflections etc.

Alpha contribution – Determines the appearance of the object in the alpha channel of the rendered image. A value of 1.0 means the alpha channel is derived from the transparency of the base material. A value of 0.0 means the object does not appear in the alpha channel at all and shows the alpha of the objects behind it. A value of -1.0 means that the transparency of the base material is cut out from the alpha of the objects behind. Matte objects are typically given an alpha contribution of -1.0. Note that this option is independent of the Matte surface option (i.e. a surface can have an alpha contribution of -1.0 without being a matte surface).

Generate Render Elements – When enabled, V-Ray will generate Z-Depth, Velocity, Extra Texture and Multi Matte render elements for matte objects. When disabled, V-Ray does not generate any render elements for matte objects.

Shadows – When enabled, makes cast shadows visible on the matte surface.

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 – An optional tint for the shadows on the matte surface.

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 – Shows the reflections from the base material.

Refraction Amount – Shows the refractions from the base material.

GI amount – Determines the amount of GI shadows.

No GI on other mattes – Causes the object to appear as a matte object in reflections, refractions, GI, etc for other matte objects. Note that if this is on, 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 material is seen through reflections/refractions. Turn this option on to have the VRayMtlWrapper show the environment when seen through reflections/refractions. V-Ray can also do projection mapping to increase the realism.

 

Miscellaneous

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 to prevent light leaks between objects of vastly different illumination.

 

Scene Overrides rollout


With the scene manager, a vrscene can be imported and new instances of it can be made. Each instance can have its own Override Snippet. This allows overrides to be made independently for each instance of the same vrscene.

 

 

 

Use Scene Overrides – Enables the following parameters found in the Scene Overrides rollout.

From File (*.vrscene) – The path and filename of the vrscene used to override the file loaded in the File parameter.

Override Snippet (*.vrscene) – Editor box expects data in the vrscene format.

Snippet Example:

// MATERIAL OVERRIDE EXAMPLES
//

// Create new shadeless material.
BRDFLight shadelessBrdf {
		color=Color(0.15,0.35,0.35);
		affect_gi=false;
}

MtlSingleBRDF shadelessMtl {
		brdf=shadelessBrdf;
}

MtlWrapper shadelessMtlAlpha {
		base_material=shadelessMtl;
		alpha_contribution=-1;
}

V-Ray Next allows overriding user attributes to 'Node' plugins. 

// USER ATTRIBUTE OVERRIDE EXAMPLES
//

// Override user attributes that are used to replace a string in texture paths
Node pSphereShape1@node {
  user_attributes="texPath=/tmp/assets/";
}

 
// Override user attributes that are used to pass a color
Node pSphereShape1@node {
  user_attributes="color=1,0,0";
}

 

Notes


  • Currently Maya, 3ds Max, MODO, SketchUp, Rhino and Blender can import vrscenes. All other platforms with V-Ray can export vrscenes.
  • .vrscene files can be exported when you turn on the Export to a .vrscene file option in the Common tab before rendering the scene.
  • Cameras and render settings are not imported from .vrscene files even if they are present in the files themselves.
  • VRayScene supports loading sequences of vrscenes where each frame of the animation data is stored in a separate file.
  • Light linking of a .vrscene asset and a light affects all instances of the .vrscene.