Table of Contents

This page provides information on the Glass Node in V-Ray for Blender.

 

Overview


The V-Ray BRDFGlass node creates a glass material.

BRDFGlass is a legacy material. Use the V-Ray Material instead.

 

UI Path


 

||Node Editor|| > Add > BRDF > Glass

Node


Color Tex – Specifies the color of the material.

Transparency Tex – Specifies the transparency of the material.

IOR Tex Index of refraction for the glass. This is ignored if the surface has a volume shader.

Reflect Exit Color – If a ray has reached its maximum reflection depth, this color will be returned without tracing the ray further.

Refract Exit color  If a ray has reached the maximum refraction depth, the ray will be terminated and the exit color returned.

 


Parameters


Trace Refractions  If this is off, refractions will not traced, even if the refraction color is greater than black.

Trace Depth – Represents the maximum number of bounces that will be computed for reflections and refractions. The individual material reflection/refraction depth settings are still considered, so long as they don't exceed the value specified here.

Cutoff - This is a threshold below which reflections/refractions will not be traced. V-Ray tries to estimate the contribution of reflections/refractions to the image, and if it is below this threshold, these effects are not computed. Do not set this to 0.0 as it may cause excessively long render times in some cases.

Affect Alpha – Allows the user to specify which channels will be affected by the reflection of the material.

Color only – The reflection will affect only the RGB channel of the final render.
Color+alpha – The material will transmit the alpha of the reflected objects instead of displaying an opaque alpha.
All channels – All channels and render elements will be affected by the reflections of the material.

Affect Shadows  This will cause the material to cast transparent shadows, depending on the refraction color and the fog color.

Exit Color On – Enables the following parameters:

Reflect Exit color If a ray has reached its maximum reflection depth, this color will be returned without tracing the ray further.

Refract Exit color  If a ray has reached the maximum refraction depth, the ray will be terminated and the exit color returned.