This page provides information on the User-Defined Color Map.
Overview
The VRayUserColor texture can be used to read User-Defined object properties from the currently shaded node and convert them to a color value. This allows you to use the same shading network on several different objects in the scene, but to control various aspects of the material through User-Defined properties. In the example shown here, the Default color is set to green. |
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Parameters
Default color – The color that is returned if the specified user property cannot be found on the currently shaded object. Default texmap – Specifies a default texture to be used if the user property cannot be found on the currently shaded object. Attribute name – A string that specifies the name of the User-Defined property. |
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Format of the User Properties
The text box below the parameters shows the possible formats for the value of the user-defined property. Suppose that you want to take the texture color from a user property named diffuse_color. Then if you want to specify red color on one object, you could specify this as diffuse_color=1,0,0 and if you want green color on another object, you could specify this as diffuse_color=0,1,0
The material with VRayUserColor texture as Diffuse color, assigned to both objects. |
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Object properties for the first object |
Object properties for the other object |
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Render of the two objects. Even though they use the same material, the diffuse color is read from their object properties. |
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Notes
- When rendering with V-Ray GPU, VRayUserColor supports setting UV and color sets from proxies and regular geometry.
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