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Table of Contents

This page provides details on the settings for the GLSL Material in V-Ray.


Overview


The VRayMtlGLSL and VRayTexGLSL nodes 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 or by assigning a VRayTexGLSL map to the color slot of a VRayLightMtl material.

Note that both VRayGLSLMtl and VRayTexGLSL share the same user interface.  

This material and the VRayTexGLSL map are 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 to machine code for faster rendering.


UI Path: ||Right-click on the geometry|| > Assign New Material...

||Right-click on the geometry|| > Assign New Material... > VRay section > VRay Mtl GLSL



||V-Ray Shelf|| > Right-click to Create V-Ray Materials button > VRay Mtl GLSL




||Hypershade|| > Window tab > Create... > VRay section > VRay Mtl GLSL





Basic Parameters


Shader File Name – Specifies the .glsl, .frag, or .pfrag file which contains the shader code.

Recreate attributes – Reloads the shader and recreate its parameters.

Save compiled shader – Saves the shader file as a binary precompiled fragment shader file (.pfrag ).

Viewport color – Specifies the diffuse component of the material used in the viewport shading.

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 – Overrides the alpha if Use Shader Alpha off.



Shader Attributes


This section holds all parameters found in the shader itself and can be edited from here.




GPU Support


The GLSL shader is supported by V-Ray GPU within limitations. Below you can find detailed information about the GPU support.


FeatureGPU Support
Built-in variables
gl_NormalMatrix Always identity matrix.
gl_ModelViewMatrixTranspose Always identity matrix.
gl_TextureMatrix Always identity matrix.
gl_TextureMatrixInverse Always identity matrix.
gl_TextureMatrixInverseTranspose Always identity matrix.
gl_TextureMatrixTransposeAlways identity matrix.
gl_ModelViewMatrixInverseTranspose 

Always identity matrix.

gl_FogFragCoord 

Always is a zero.

gl_TexCoord[] All gl_TexCoord[]  elements are identical, i.e. multiple UVW channels are not supported. 1
Built-in functions
dFdx(); dFdy() Always return zero.
fwidth() Always returns zero.

V-Ray extensions to GLSL


vr_Velocity Always is a zero.
vr_NumSuperSamples Always is 1.
vr_SuperSampleIndex Always is 1.
vr_TextureDu[] Not supported.
vr_TextureDv[] Not supported.
vr_VertexData[] Not supported.
vr_FrameData 

Only the following are supported:

vr_FrameData.focalLength
vr_FrameData.aperture
vr_FrameData.dofFocus
vr_FrameData.dofRadius
vr_FrameData.imageResolution
vr_FrameData.imagePlaneOffset

 vr_trace() Not supported.
vr_evalLight() 

Not supported. If attempted to call it will assign the following constants to the output light iterator:

light.dot_nl = -1.0
light.contribution = vec3(0.0, 0.0, 0.0)
light.direction = vec3(0.0, 0.0, 0.0)

 vr_intersect() 

 Not supported.

BRDF

Only the following BRDF calls are supported 2:

vr_brdf_diffuse()
vr_brdf_glass()
vr_brdf_mirror()
vr_brdf_ggx()

 Keywords

The following keywords are ignored: 

__channel 

__persistent 

__native 


References


  • Randi J. Rost et al, OpenGL Shading Language, second edition, Addison-Wesley, 2006
  • Lighthouse3D.com (link no longer active) - a useful site that describes the basics of GLSL and has many shader examples


Footnotes


1 – This is still work in progress.

2 – Experimental feature.


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