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Table of Contents

This page provides some details on the settings available for the Translucent Two-Sided Material in V-Ray.


Overview


The V-Ray 2Sided Material is a utility material provided with the V-Ray renderer. The material allows seeing the light on the backside of objects.

Use this material to simulate thin translucent surfaces like paper, cloth curtains, tree leaves etc. See the examples on this page for more information.



UI Paths



||V-Ray|| > 2Sided Material


||Create|| > V-Ray > 2Sided Material (disabled Separate menu for V-Ray materials)


Parameters


Front – The material which is used for the front-side faces as defined by the object normals.

Back – The material V-Ray uses for the back side faces as defined by their normals.

Translucency – Determines which side (front or back) relative to the camera is more visible in the rendering process. By default this value is 0.5, which means that both the side facing the camera, and the one facing away from it, is visible to the same degree. When this parameter is closer to 0.0 the more of the material facing the camera is going to be seen. When it is closer to 1.0, the more of the back material is seen. See the examples.

Force Single-sided Sub-materials – When enabled (the default), the sub-materials render as one-sided materials. Turning this option off is not recommended.

Multiply by Front Diffuse – When enabled, the translucency is multiplied by the diffuse of the front material.



Outlines


Enable Outlines – When enabled, adds outlines to the object the material is applied to. This option is disabled by default.

Line Color – Determines the color of the outlines. A Texture can be applied.

Line Width – Determines the width of the outlines in pixels. The soft limit is 100. Click on the  arrow to expand. A Texture can be applied.

Opacity – Determines how opaque the lines are. Click on the  arrow to expand. You can attach a Texture for the opacity. The Mix Strength option determines the percentage of blending between the Opacity value and the texture.

Outer Overlap Threshold – Determines when outlines are created for overlapping parts of the object. Lower values reduce the outer overlapping lines, while higher values produce more overlapping outer lines.

Normal Threshold – Determines at what point lines are created for parts of the object with varying surface normals (for example, at the inside edges of a box). Lower values mean that only sharper normals generate an edge, while a value of 0.5 means that 90 degrees or larger angles generate internal lines. Higher values mean that smoother normals can also generate an edge. Don't set this value to pure 1.0, as this fills curved objects completely. 

Overlap Threshold – Determines when outlines are created for overlapping parts of the object. Lower values reduce the internal overlapping lines, while higher values produce more overlapping lines. Don't set this value to pure 1.0, as this fills the objects completely. 



Inner Line Control


Inner Line Control – When enabled, allows the inner line to be edited further. This option is disabled by default.

Inner Line Color – Determines the color of the inner lines. A Texture can be attached 

Inner Line Width – Determines the width of the inner lines in pixels. Click on the  arrow to expand for the Texture option, where you can attach a texture to serve as the inner line width.



Options


Material Id Enabled – Enables the use of Material ID.

Material ID – The color used by the Material ID render element. You can also use a shader here.

Multimatte ID – The integer ID of the material to be used by the Multi Matte render element.

Round Edges Enabled –  Enables the Round Edges effect, which uses bump mapping to smooth out the edges of the geometry during render time.

Radius – Specify a radius (in world units) for the Round Edges effect. Since the actual geometry is not being changed and only the normals of the faces are affected, large values may produce undesirable effects.

Consider Same Object Only – When enabled, the rounded corners are produced only along edges that belong to the object, which has the attribute applied. When disabled, rounded corners are also produced along edges formed when the object with the attribute intersects other objects in the scene. 

Corners – Choose which edges are considered in the calculation. Possible options are:

Convex and Concave – Considers all edges. 
Convex Only 
– Only applies Round Edges effect to edges with convex angles. 
Concave Only – 
Only applies Round Edges effect to edges with concave angles. 



Preview Settings


Override Preferences – When enabled, the parameters in this tab override the global preferences of the scene for the selected material.

Enable Preview – When disabled, the previews of the material in the Viewport and the Material Editor are disabled. The material is displayed in all black. This saves on processing power.

Enable Global Illumination – When disabled, global illumination is not calculated for the current material preview.

Quality – Determines the quality of the material previews. Higher values give more detail but slow down processing.

Editor Map Size – Determines the resolution of the material preview. If you have extra-detailed textures applied to the material, this option allows you to preview those textures in higher resolution at the preview step, without needing to render.

Default
64×64 (16 KB)
128x128 (64 KB)
256x256 (256 KB)
512x512 (1 MB)
1024x1024 (4 MB)
2048x2048 (16 MB)
4096x4096 (64 MB)



Common Use Examples




2Sided material is commonly used for leaves. Notice how the light illuminates the shrub from behind.


The curtain uses 2Sided material to allow some outdoor light on the inside of this interior.



Translucency Examples



 Lamp

In this example, the lampshade uses a 2Sided material with only a Front material connected (V-Ray Material). A Sphere Light is used to illuminate the inside. Translucency is shown here with grayscale values (RGB).


Leaf

In this example, the leaves have both front and back materials connected to the 2Sided Material. Notice how the leaves change when the Translucency value (shown in RGB) is changed. The last render uses a Translucency grayscale map



Translucency (0, 0, 0)

Translucency (64, 64, 64)

Translucency (128, 128, 128)

Translucency (192, 192, 192)


Translucency (0, 0, 0)

Translucency (128, 128, 128)

Translucency (255, 255, 255)

Translucency map


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