Table of Contents

This page provides information about the GLSL material in V-Ray for Blender.


Overview


The V-RayMtl GLSL can be used to load GLSL shaders (.frag, .glsl files) or V-Ray precompiled fragment shaders (.pfrag files) and render them directly with V-Ray. If the shader file describes a material (rather than a texture), it can be rendered with a VRay GLSL Material.

This material is part of the first stage of V-Ray implementation of GLSL support. In this version of V-Ray, the shaders are compiled to byte code for a software virtual machine, which is then interpreted. Due to this run-time interpretation, GLSL shaders can be somewhat slower to render than V-Ray shaders written in C++. In future builds of V-Ray, shaders will be directly compiled into machine code for faster rendering.



Input Sockets


This section lists input sockets for the node.

Shader File (input socket) – Specifies the .glsl, .frag, or .pfrag file that contains the shader code. The file can either be connected directly (using a Selector node) or chosen from the button.



Properties


Shader File – Specifies the .glsl, .frag, or .pfrag file that contains the shader code. The file can be chosen from the button.

Max Ray Depth – Specifies the maximum reflection/refraction depth for the shader.

Clamp Result – Determines whether to force the result in the [0, Clamp Value] range or not.

Clamp Value – Specifies the upper clamp limit if Clamp Result is enabled.

Use Shader Alpha – Uses the alpha calculated in the shader.

Transparency Colortex – Overrides the alpha if Use Shader Alpha is disabled.


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