© Taichi Kobayashi


Table of Contents

This page provides information about all V-Ray nodes in Houdini, as well as some native Solaris nodes used with V-Ray parameters. The nodes are grouped by type. For more information on native Houdini nodes, see the SideFX documentation here.


LOP

LOP nodes generate USD describing characters, props, lighting, and rendering.

V-Ray Proxy Export (VRayProxy LOP) – Imports geometry from an external mesh at render time only. Read more: V-Ray Proxy Export

V-Ray Standard Render Vars – Provides easy access to all commonly used AOVs. Read more: V-Ray Standard Render Vars

V-Ray Gaussian Splats (VRayGaussianSplats LOP) – Imports a Gaussian splat (.ply) file and produces a detailed, three-dimensional representation of the objects in that file. Read more: V-Ray Gaussian Splats

V-Ray Yeti (VRayPgYeti LOP) – Loads and renders Yeti cache files. Read more: V-Ray Yeti LOP

Assign MaterialAssigns a material to one or more USD primitives. Read more: Material Overrides and Working with Solaris Materials

Camera – Adds a USD camera to the scene and adds some useful V-Ray-specific camera attributes. Read more: Solaris Camera Settings

Distant LightCreates or edits a USD Distant Light (a far-off light source such as the sun) and adds some useful V-Ray-specific attributes. Read more: Working with Solaris Lights

Dome Light – Creates or edits a USD Dome Light prim and adds some useful V-Ray-specific attributes. Read more: Working with Solaris Lights

Light – Creates or edits a USD Light prim. This node also adds some useful V-Ray-specific attributes. Read more: Working with Solaris Lights

V-Ray Light Texture LightFilter (V-RayLight TextureFilter) – A USD prim that is assigned to a light to manipulate the lighting result. Read more: V-Ray Light Texture LightFilter

Material LibraryAuthors USD material primitives from shader VOP nodes. Read more: Working with Solaris Materials

Render SettingsApplies renderer-specific geometry settings to geometry in the scene graph. Read more: Solaris Render Settings

Render Geometry SettingsCreates or edits a UsdRenderSettings prim, which holds the general settings for rendering the scene. Read more: Working with Solaris Geometry


Render Nodes

Render nodes either render the scene or set up render dependency networks.

Chaos Cloud – Allows you to send the scene to Chaos Cloud for rendering. Read more: Chaos Cloud

V-Ray Deadline – Allows you to manage render farms. It computes clusters of all sizes, and allows users to easily access any combination of on-premise or cloud-based resources for their rendering/processing needs. Read more: V-Ray Deadline

V-Ray Environment – Allows you to access environment settings for the scene. Read more: Environment Node

V-Ray Proxy ROP – Allows you to export .vrmesh files. Read more: V-Ray Proxy Export

V-Ray Render Elements – Allows you to add render elements to the scene. Read more: Render Channels

V-Ray Renderer – Renders non-USD scenes using V-Ray renderer. Read more: Rendering

V-Ray Renderer IPR – Renders non-USD scenes interactively using V-Ray renderer. Read more: Interactive Rendering


Object Nodes

Object nodes represent objects in the scene, such as lights, geometry objects, cameras, and so on.

V-Ray Ambient Light (V-Ray LightAmbient) – Light that doesn't come from a specific direction and can be used to simulate GI, ambient occlusion, etc. Read more: V-Ray Ambient Light

V-Ray Direct Light (V-Ray LightDirect) – V-Ray specific light source that casts parallel light rays in a single direction. Read more: V-Ray Direct Light

V-Ray Dome Light (V-Ray LightDome)– Light that shines inward at the scene as if from a spherical or hemispherical light source outside the scene extents. Read more: V-Ray Dome Light

V-Ray IES Light (V-Ray LightIES) – Loads IES file that contains complete specifications of a real-world light bulb or tube including the shape of the light's cone and the steepness of the light's falloff. Read more: V-Ray IES Light

V-Ray Mesh Light (V-Ray LightMesh) – Light that creates light sources that have volume and shape without the need to use self-illuminated objects and global illumination. Read more: V-Ray Mesh Light

V-Ray Omni Light (V-Ray LightOmni) – V-Ray specific light source that can be used to create a physically accurate light. It emits light from a single location in all directions. Read more: V-Ray Omni Light

V-Ray Rectangle Light (V-Ray LightRectangle) – A planar light source. The light shape can be set as a rectangle or a circular disk. Read more: V-Ray Rectangle Light

V-Ray Sphere Light (V-Ray LightSphere) – V-Ray light source in the shape of a sphere. Read more: V-Ray Sphere Light

V-Ray Spot Light (V-Ray LightSpot) – V-Ray specific light source that can be used to create a physically accurate light that directs a narrow beam of light with falloff. Read more: V-Ray Spot Light

V-Ray Sun Light (V-Ray SunLight) – A V-Ray light intended to reproduce the real-life sun. It works with the V-Ray Sky texture node. Read more: V-Ray Sun Light

V-Ray ShaderBall – Enables a preview of materials, while still building them in an IPR mode. Read more: V-Ray ShaderBall


SOP (Geometry)

Geometry nodes live inside Geo objects and generate geometry.

V-Ray Baker Tool – Creates texture maps based on an object's appearance in the rendered scene. Read more: V-Ray Baker Tool

V-Ray Aur Convert (V-Ray Aur Convert ROP) – Uses the Chaos Phoenix Cache Converter tool to convert VDB files and save them as .aur files. Read more: V-Ray Aur Convert

V-Ray Clipper (V-Ray VRayClipper) – A geometric primitive that can be used to clip away parts of the scene with a defined geometry or a simple plane. Read more: V-Ray Clipper

V-Ray Decal (V-Ray VRayDecal) – Provides an easy way to project one material on top of another regardless of the target UV set. Read more: V-Ray Decal

V-Ray Enmesh (V-Ray GeomEnmesh) – Generates a render time patterned geometry over a mesh surface. Read more: V-Ray Enmesh

V-Ray Fur (V-Ray GeomHair) – A SOP node for generating procedural fur during render time, meaning that the fur is not actually present in the scene. Read more: V-Ray Fur

V-Ray Gaussian Splats (V-Ray GeomGaussianSplat) – Imports a Gaussian splat (.ply) file and produces a detailed, three-dimensional representation of the objects in that file. Read more: V-Ray Gaussian Splats

V-Ray Object Properties SOP (V-Ray ObjectProperties SOP) – Offers different render settings on a per-object basis such as primary and secondary visibility, visibility to camera, displacement, hair properties, matte/shadow properties, etc. Read more: V-Ray Object Properties SOP

V-Ray Plane (V-Ray GeomPlane) – Creates a procedural infinite plane primitive for V-Ray. Read more: V-Ray Plane

V-Ray Proxy Export (V-Ray Proxy ROP) – A SOP node for exporting .vrmesh files. Read more: V-Ray Proxy Export

V-Ray Proxy Import (V-Ray VRayProxy) – A SOP node for importing .vrmesh files. Read more: V-Ray Proxy Import

V-Ray SphereFade Gizmo (V-Ray SphereFadeGizmo) – A volumetric node used to render just a small part of the scene by putting it in a special spherical locator. Read more: V-Ray SphereFade Gizmo

V-Ray ViewportTex – Used to display textures assigned to a geometry object directly in Houdini's viewport. It reads the UV manipulations of the material and translates them to Houdini. Read more: V-Ray ViewportTex

V-Ray Volume Grid Cache (V-Ray PhxShaderCache) – Used to load Phoenix AUR files. If you want to load a VDB file, do it through a File SOP. Read more: V-Ray Volume Grid Cache

V-Ray VRayScene (V-Ray VRayScene) – Loads a previously saved .vrscene file for rendering inside of V-Ray for Houdini/Solaris. Read more: V-Ray VRayScene

V-Ray Yeti (V-Ray VRayPgYeti) – Loads and renders Yeti cache files in Houdini. Read more: V-Ray Yeti


VOP

VOP nodes let you define a program (such as a shader) by connecting nodes together.

Material VOPs

V-Ray alSurface (V-Ray BRDFAlSurface) – V-Ray's implementation of Anders Langland's alShader, which is designed to reproduce the appearance of skin. Read more: V-Ray alSurface

V-Ray Blend (V-Ray BRDFLayered) – A blend material used to layer several V-Ray compatible materials in an efficient manner to create complex materials like car paints, human skin, etc. Read more: V-Ray Blend

V-Ray Bump (V-Ray BRDFBump) – A bump material that has the ability to add bump map and normal map effects when using any material. Read more: V-Ray Bump

V-Ray Car Paint (V-Ray BRDFCarPaint) – A complex material that simulates metallic car paint. Read more: V-Ray Car Paint

V-Ray Car Paint 2 (V-Ray BRDFCarPaint2) – A complex material simulating metallic car paint. It uses GGX BRDF type and offers a base glossiness tail falloff option. Read more: V-Ray Car Paint 2

V-Ray Chaos Scans (V-Ray BRDFScanned) – A material that allows the rendering of scanned BRDF material data stored in .vrscan files. Read more: V-Ray Chaos Scans

V-Ray GLSL (V-Ray MtlGLSL) – A material used to load GLSL shaders (.frag, .glsl files) or V-Ray precompiled fragment shaders (.pfrag files) and render them directly with V-Ray. Read more: V-Ray GLSL

V-Ray Hair (V-Ray BRDFHair4) – A material for rendering hair and fur that provides settings for a workflow based on the physiology of real hair. It uses a simple melanin slider that determines the hair color just like in the real world. Read more: V-Ray Hair

V-Ray Light (V-Ray BRDFLight) – A material used for producing self-illuminated surfaces. Read more: V-Ray Light

V-Ray Material (V-Ray BRDFVRayMtl) – A very versatile material that allows for better physically correct illumination (energy distribution) in the scene, faster rendering, and more convenient reflection and refraction parameters. Read more: V-Ray Material

V-Ray Material Builder – A container that allows the creation of various V-Ray materials. Read more: V-Ray Material Builder

V-Ray Material Complex – A network of connected V-Ray nodes that can be used for various purposes. Basically, it is a preset V-Ray Material Builder, that has its interface exposed for easier tweaking of the settings. Read more: V-Ray Material Complex

V-Ray Material ID (V-Ray MtlMaterialID) – A material used to assign an ID number to any V-Ray material in a scene. This ID can later be used to extract a mask for all objects with that material using the appropriate render channel. Read more: V-Ray Material ID

V-Ray Material Output – Collects various shader nodes and gives you control over which shader goes in the render output. Read more: V-Ray Material Output

V-Ray Multi ID Material (V-Ray MtlMulti) – A material used to assign different materials on a single mesh based on face IDs. Read more: V-Ray Multi ID Material

V-Ray OSL Material (V-Ray MtlOSL) – A material used to load OSL shader code files (.osl) or OSL object code files (.oso) and render them directly with V-Ray. Read more: V-Ray OSL Material

V-Ray Override (V-Ray MtlOverride) – A utility material that allows a surface to look different depending on whether it is seen through reflections, refractions, or GI. Read more: V-Ray Override

V-Ray Point Particle (V-Ray BSDFPointParticle) – A material specifically designed for rendering points when the Render Points As (Mantra) option is set to Circles. Read more: V-Ray Point Particlе

V-Ray Proxy Material (V-Ray MtlVRayMesh) – A material used to assign shaders to the V-Ray Proxy geometry. Read more: V-Ray Proxy Material

V-Ray Render Stats (V-Ray MtlRenderStats) – A material used to specify additional render settings on a per-material basis. Read more: V-Ray Render Stats

V-Ray Round Edges (V-Ray MtlRoundEdges) – A material that uses bump mapping to smooth out edges during render time. Read more: V-Ray Round Edges

V-Ray Scatter Volume (V-Ray BRDFScatterVolume) – A material designed solely as a brute force option for SSS to produce an unbiased result. Read more: V-Ray Scatter Volume

V-Ray Single (V-Ray MtlSingleBRDF) – This node enables a BRDF material to be double-sided. It also enables materials to be transparent except in the case of specific ray types. Read more: V-Ray Single

V-Ray Skin (V-Ray BRDFSkinComplex) – A V-Ray material specifically designed for rendering skin. Read more: V-Ray Skin

V-Ray SSS (V-Ray BRDFSSS2Complex) – A material primarily designed for rendering translucent materials like skin, marble, etc. Read more: V-Ray SSS

V-Ray Stochastic Flakes (V-Ray BRDFStochasticFlakes) – A material used to simulate car paints, snow and other glittery materials. Read more: V-Ray Stochastic Flakes

V-Ray Toon Material (V-Ray BRDFToonMtl) – A material used to achieve 2D cel and cartoon effects. Read more: V-Ray Toon Material

V-Ray Two Sided (V-Ray Mtl2Sided) – A material that allows seeing the light on the backside of objects, thus simulating thin translucent surfaces like paper, cloth curtains, tree leaves, etc. Read more: V-Ray Two Sided

V-Ray VRmat (V-Ray MtlVRmat) – A material that loads a V-Ray shader from a file (.vrmat, .vismat, .vrscene) and makes the materials in these files available for use in the scene. Read more: V-Ray VRmat

V-Ray Wrapper (V-Ray MtlWrapper) – A material used to specify additional surface properties per material. Read more: V-Ray Wrapper


Texture VOPs

File textures

V-Ray GLSL (V-Ray TexGLSL) – A V-Ray texture used to load OpenGL Shading Language GLSL shaders (.frag, .glsl files), as well as V-Ray precompiled fragment shaders (.pfrag files), and render them directly with V-Ray. Read more: V-Ray GLSL

V-Ray ICC (V-Ray TexICC) – A texture that allows you to apply an ICC profile to any texture. Read more: V-Ray ICC

V-Ray Image File (V-Ray MetaImageFile) – A texture used to load a variety of image files. Read more: V-Ray Image File

V-Ray LUT (V-Ray TexLut) – A V-Ray node that allows you to apply a lookup table (a .cube file) to any texture for managing the resulting colors. Read more: V-Ray LUT

V-Ray Ocean Spectra (V-Ray TexOceanSpectra) – A texture used for recreating highly realistic and highly customizable ocean waves. Read more: V-Ray Ocean Spectra

V-Ray OCIO (V-Ray TexOCIO) – A texture that allows users to apply OpenColorIO (OCIO) color transformations to textures to manage their look. Read more: V-Ray OCIO

V-Ray OSL (V-Ray TexOSL) – A texture used to load Open Shading Language OSL shader code files (.osl) or OSL object code files (.oso) and render them directly with V-Ray. Read more: V-Ray OSL

V-Ray PTex (V-Ray TexPtex) – A texture that loads and uses Ptex textures with V-Ray. Read more: V-Ray PTex

Mapping textures

V-Ray UV Bercon (V-Ray UVWGenBercon) – V-Ray’s implementation of a UV coordinates generator for Bercon texture maps. Read more: V-Ray UV Bercon

V-Ray UV Bounding Box (V-Ray UVWGenObjectBBox) – A mapping texture that allows you to use Bounding Box mapping within the Mat Network. Read more: V-Ray UV Bounding Box

V-Ray UV Channel Index (V-Ray UVWGenChannel) – A mapping texture that allows you to use Channel mapping within the Mat Network. Read more: V-Ray UV Channel Index

V-Ray UV Channel Name (V-Ray UVWGenMayaPlace2dTexture) – A mapping texture that allows you to use Named Channel mapping within the Mat Network. Read more: V-Ray UV Channel Name

V-Ray UV Environment (V-Ray UVWGenEnvironment) – A mapping texture that allows you to use Environment mapping within the Mat Network. Read more: V-Ray UV Environment

V-Ray UV Explicit (V-Ray UVWGenExplicit) – A mapping texture that allows you to convert an input (either float or vector) into a "uvwgen" data stream to be used for texture mapping. Read more: V-Ray UV Explicit

V-Ray UV Object (V-Ray UVWGenObject) – A mapping texture that allows you to use Object mapping within the Mat Network. Read more: V-Ray UV Object

V-Ray UV Projection (V-Ray UVWGenProjection) – A mapping texture that allows you to use projection mapping for textures in a V-Ray shading network. Read more: V-Ray UV Projection

V-Ray UV Randomizer (V-Ray UVWGenRandomizer) – A mapping texture that allows applying random offset, rotation, and scale to textures. Read more: V-Ray UV Randomizer

V-Ray UV World (V-Ray UVWGenPlanarWorld) – A mapping texture that allows you to use World mapping within the Mat Network. Read more: V-Ray UV World

Procedural textures

V-Ray Bercon Distortion (V-Ray TexBerconDistortion) – The Bercon maps were originally developed by Jerry Ylilammi as open-source plug-ins for 3ds Max. Source code ported to V-Ray Standalone by Chaos Software Ltd. Read more: V-Ray Bercon Distortion

V-Ray Bercon Grad (V-Ray TexBerconGrad) – Combines features of Gradient Ramp, Falloff, and Particle Age maps and expands them even further. Read more: V-Ray Bercon Grad

V-Ray Bercon Noise (V-Ray TexBerconNoise) – A procedural noise texture that allows you to change both the Noise Type and also to specify a Fractal type to use. Read more: V-Ray Bercon Noise

V-Ray Bercon Tile (V-Ray TexBerconTile) – A procedural texture used to generate a procedural tile texture. Read more: V-Ray Bercon Tile

V-Ray Bercon Wood (V-Ray TexBerconWood) – A Vprocdural texture used to generate a procedural wood texture. Read more: V-Ray Bercon Wood

V-Ray Bulge (V-Ray TexBulge) – A procedural texture used as a bump map, but can also be used to simulate transparency as well. When used as a bump map, it gives an inflated look. Read more: V-Ray Bulge

V-Ray Cellular (V-Ray TexCellular) – A procedural texture generates a procedural cellular noise pattern. Read more: V-Ray Cellular

V-Ray Checker (V-Ray TexChecker) – A procedural texture that generates a procedural checkerboard pattern with checkers of any color. Read more: V-Ray Checker

V-Ray Curvature (V-Ray TexCurvature) – A procedural texture that effectively samples the underlying mesh for curves. Read more: V-Ray Curvature

V-Ray Dirt (V-Ray TexDirt) – A procedural texture used to simulate a variety of effects. Read more: V-Ray Dirt

V-Ray Distance (V-Ray TexDisance) – A procedural texture that returns a different color based on a point's distance to an object specified in a selection list. Read more: V-Ray Distance

V-Ray Edge (V-Ray TexEdge) – A procedural texture used to achieve an effect similar to wireframes. It allows for interesting effects that are not possible with the standard materials. Read more: V-Ray Edge

V-Ray Falloff (V-Ray TexFalloff) – A procedural texture that produces a gradient texture based on the angular falloff of the surface of the geometry to which the texture is applied. Read more: V-Ray Falloff

V-Ray Fresnel (V-Ray TexFresnel) – A procedural texture that blends two colors or maps based on the viewing angle and an index of refraction. Read more: V-Ray Fresnel

V-Ray Gradient Ramp (V-Ray TexGradRamp) – A procedural texture that can easily create and edit gradients useful in many different situations. Read more: V-Ray Gradient Ramp

V-Ray Grid (V-Ray TexGrid) – A procedural texture that generates a procedural grid pattern using custom colors. Read more: V-Ray Grid

V-Ray Multi ID Texture (V-Ray TexMulti) – A procedural texture that allows you to apply multiple textures to a single object. Read more: V-Ray Multi ID Texture

V-Ray Noise (V-Ray TexNoise) – A procedural texture that generates a procedural noise texture. Read more: V-Ray Noise

V-Ray Rock (V-Ray TexRock) – A procedural texture that generates a procedural rock pattern using two colors or texture maps. Read more: V-Ray Rock

V-Ray Sky (V-Ray TexSky) – A procedural texture typically used as an environment map to help simulate outdoor lighting. Read more: V-Ray Sky

V-Ray Smoke (V-Ray TexSmoke) – A procedural texture generates a procedural smoke pattern using two colors or texture maps. Read more: V-Ray Smoke

V-Ray Snow (V-Ray TexSnow) – A procedural texture that generates a procedural snow effect using two colors or texture maps. Read more: V-Ray Snow

V-Ray Softbox (V-Ray TexSoftbox) – A procedural texture that can be used with a V-Ray Light to simulate the illumination coming from a Soft Box light source. Read more: V-Ray Softbox

V-Ray Speckle (V-Ray TexSpeckle) – A procedural texture that uses two colors or texture maps to produce a speckled noise effect with a smoke-like shape. Read more: V-Ray Speckle

V-Ray Splat (V-Ray TexSplat) – A procedural texture that mimics a splatter effect similar to the way paint can splatter onto a surface. Read more: V-Ray Splat

V-Ray Stencil (V-Ray TexStencil) – A procedural texture used to create stencils or mask a user-specified color key. Read more: V-Ray Stencil

V-Ray Surface Luminance (V-Ray TexSurfaceLuminance) – A procedural texture that allows control of luminance calculation. Read more: V-Ray Surface Luminance

V-Ray Swirl (V-Ray TexSwirl) – A procedural texture that produces a radial swirling effect. Its effect looks similar to stirring two colors of paint together with a stick. Read more: V-Ray Swirl

V-Ray Thickness (V-Ray TexThickness) – A procedural texture that outputs the thickness of the shaded object at the selected point in a grayscale color value. Read more: V-Ray Thickness

V-Ray Tiles (V-Ray TexTiles) – A procedural texture that generates a versatile procedural tile pattern with two colors or texture maps. Read more: V-Ray Tiles

V-Ray Triplnar (V-Ray TexTriPlanar) – A procedural texture that allows quick assignment of bitmap and other 2D textures on objects that don't have suitable UV coordinates. Read more: V-Ray Triplanar

V-Ray UVW Component (V-Ray TexUVW) – A procedural texture that outputs the UVW from a UVWGen plugin as RGB color. Read more: V-Ray UVW Component

V-Ray UVW To Texture (V-Ray TexUVWGenToTexture) – A procedural texture that converts UVW coordinates provided from a UVWGen plugin to color. Read more: V-Ray UVW To Texture

V-Ray Water (V-Ray TexWater) – A procedural texture used along with Vector Displacement (other types of displacement will not work) in order to simulate waves on the surface of water. Read more: V-Ray Water

Utility textures

V-Ray AOV Bind (V-Ray AovBind) – A utility texture used to export a V-Ray Extra Texture element based on the attached input. Read more: V-Ray AOV Bind

V-Ray AOV ExtraTex USD (V-Ray AovExtraTex) – A utility texture used to export a V-Ray Extra Texture element based on the attached input. Read more: V-Ray AOV ExtraTex USD

V-Ray Bezier Color Curve (V-Ray TexBezierCurveColor) – A utility texture that outputs the 2D piecewise cubic Bezier curve float result (Y axis) from the given input float argument (X axis). Read more: V-Ray Bezier Color Curve

V-Ray Bezier Curve (V-Ray TexBezierCurve) – A utility texture that outputs the 2D piecewise cubic bezier curve float result (Y axis) from the given input float argument (X axis). Read more: V-Ray Bezier Curve

V-Ray Blend (V-Ray TexBlend) – A utility texture that allows two different textures to be blended together. Read more: V-Ray Blend

V-Ray Blend Bump Normal (V-Ray TexBlendBumpNormal) – A utility texture that blends two normal or bump maps and produces an accurate result. Read more: V-Ray Blend Bump Normal

V-Ray Bump to Glossiness (V-Ray TexBump2Glossiness) – A utility texture that generates a reflection glossiness texture from a bump or a normal map. Read more: V-Ray Bump to Glossiness

V-Ray Clamp (V-Ray TexClamp) – A utility texture used to clamp the colors of textures. Read more: V-Ray Clamp

V-Ray Color (V-Ray TexAColor) – A utility texture that allows a flat color to be assigned as a texture. Read more: V-Ray Color

V-Ray Color And Alpha (V-Ray TexColorAndAlpha) – A utility texture used to wrap a color texture and override its alpha channel with a float texture. Read more: V-Ray Color And Alpha

V-Ray Color Channel (V-Ray TexAColorChannel) – A utility texture used to extract a channel from a texture. Read more: V-Ray Color Channel

V-Ray Color Correct (Max) (V-Ray ColorCorrect) – A utility texture that works with the Red, Green and Blue channels of a texture map and allows them to be remapped to different colors. Read more: V-Ray Color Correct (Max)

V-Ray Color Correct (Maya) (V-Ray TexColorCorrect) – A utility texture that works with the Red, Green and Blue channels of a texture map and allows them to be remapped to different colors. Read more: V-Ray Color Correct (Maya)

V-Ray Color Correction (V-Ray ColorCorrection) – A utility texture that enables the application of various color corrections. Read more: V-Ray Color Correction

V-Ray Color Operations (V-Ray TexAColorOp) – A utility texture that performs different types of operations between two textures. Read more: V-Ray Color Operations

V-Ray Color To Float (V-Ray TexColorToFloat) – A utility texture that converts a color or texture into a floating point value. Read more: V-Ray Color To Float

V-Ray Color To Mono (V-Ray ColorTextureToMono) – A utility texture used to convert a color or a texture to a float value. Read more: V-Ray Color To Mono

V-Ray Color with Gamma (V-Ray TexMaxGamma) – A utility texture that applies gamma to the input texture. Read more: V-Ray Color with Gamma

V-Ray Combine Color (V-Ray TexCombineColor) – A utility texture that blends together a texture and a color. Read more: V-Ray Combine Color

V-Ray Combine Float (V-Ray TexCombineFloat) – A utility texture blends together a texture and a floating scalar value. Read more: V-Ray Combine Float

V-Ray Comp (Max) (V-Ray TexCompMax) – A utility texture that allows users to compose two textures together using one of the provided blending modes. Read more: V-Ray Comp (Max)

V-Ray Condition (V-Ray TexCondition2) – A utility texture used to compare two float values. Read more: V-Ray Condition

V-Ray Distance Between (V-Ray TexDistanceBetween) – A utility texture that can output the distance between points specified by two input textures. Read more: V-Ray Distance Between

V-Ray Float (V-Ray FloatToTex) – A utility texture used to convert a float value into a texture. Read more: V-Ray Float

V-Ray Float Operations (V-Ray TexFloatOp) – A utility texture that performs mathematical operations on float values. Read more: V-Ray Float Operations

V-Ray Float To Color (V-Ray TexFloatToColor) – A utility texture that converts a scalar texture to a grayscale color. Read more: V-Ray Float To Color

V-Ray Hair Sampler (V-Ray TexHairSampler) – A utility texture that provides extra output attributes which can be used when shading hair. Read more: V-Ray Hair Sampler

V-Ray HSV To RGB (V-Ray TexHSVToRGB) – A utility texture used to convert a color from a HSV color model to RGB color model. Read more: V-Ray HSV To RGB

V-Ray Int (V-Ray TexInt) – A utility texture used to set an integer value. Read more: V-Ray Int

V-Ray Int To Float (V-Ray TexIntToFloat) – A utility texture used to convert an integer value to a float value. Read more: V-Ray Int To Float used to invert texture colors. Read more: V-Ray Int To Float

V-Ray Invert (V-Ray TexInvert) – A utility texture used to invert texture colors. Read more: V-Ray Invert

V-Ray Invert Float (V-Ray TexInvertFloat) – A utility texture that outputs the inverted result of a floating texture. Read more: V-Ray Invert Float

V-Ray Layered Texture (V-Ray TexLayeredMax) – A utility texture used for merging or compositing textures or images using various blend modes or texture masks. Read more: V-Ray Layered Texture

V-Ray Luminance (V-Ray TexLuminance) – A utility texture that wraps a color texture and outputs its luminance. Read more: V-Ray Luminance

V-Ray Mask (Max) (V-Ray TexMaskMax) – A utility texture used for adding a mask to a texture. Read more: V-Ray Mask (Max)

V-Ray Mesh Vertex Channel (V-Ray TexMeshVertexColorChannel) – A utility texture that allows you to use Vertex Color mapping with a mesh. Read more: V-Ray Mesh Vertex Channel

V-Ray Mix (V-Ray TexMix) – A utility texture that mixes two colors or textures using a texture map or a solid color value. Read more: V-Ray Mix

V-Ray Normal Map Flip (V-Ray TexNormalMapFlip) – A utility texture used to flip the color channels of a texture. Read more: V-Ray Normal Map Flip

V-Ray Output (V-Ray TexOutput) – A utility texture used to perform various adjustments to a texture's value, such as multiplication, offset, inversion and clamping. Read more: V-Ray Output

V-Ray Pattern ID (V-Ray TexPatternID) – A utility texture used with the V-Ray Multi ID Material and/or the V-Ray Multi ID Texture. Read more: V-Ray Pattern ID

V-Ray Random (V-Ray TexRandom) – A utility texture that generates a random float or color value based on an input seed value. Read more: V-Ray Random

V-Ray Ray Switch (V-Ray TexRaySwitch) – A utility texture that gives a material a different color or texture when it is viewed through Shadows, GI, Reflections and Refractions. Read more: V-Ray Ray Switch

V-Ray Referenced Shader (V-Ray RefShader) – A utility texture used to provide means for a simplified shading network when working with complex materials. Read more: V-Ray Referenced Shader

V-Ray Remap (V-Ray TexRemap) – A utility texture for remapping different types of values. For example, it can remap a single value, three-channel inputs, and colors. Read more: V-Ray Remap

V-Ray RGB Multiply (Max) (V-Ray TexRGBMultiplyMax) – A utility texture that multiplies two color textures. Read more: V-Ray RGB Multiply (Max)

V-Ray RGB Tint (Max) (V-Ray TexRGBTintMax) – A utility texture that maps the Red, Green and Blue channels of a texture map to different colors. Read more: V-Ray RGB Tint (Max)

V-Ray RGB To HSV (V-Ray TexRGBToHSV) – A utility texture used to convert a color from HSV color model to RGB. Read more: V-Ray RGB To HSV

V-Ray RGBA Combine (V-Ray TexRgbaCombine) – A utility texture for combining individual red, green, blue, and alpha channels. Read more: V-Ray RGBA Combine

V-Ray Sampler (V-Ray TexSampler) – A utility texture for building shader networks. It is capable of extracting a variety of information for each point on a surface. Read more: V-Ray Sampler

V-Ray Set Range (V-Ray TexSetRange) – A utility texture used to ramp a texture or a color. Read more: V-Ray Set Range

V-Ray Temperature (V-Ray TexTemperature) – A utility texture used in conjunction with specific light sources to emulate a specific value, like a Kelvin temperature. Read more: V-Ray Temperature

V-Ray Transform Matrix (V-Ray TransformMatrix) – A utility texture that allows you to set a transformation matrix for texture coordinates. Read more: V-Ray Transform Matrix

V-Ray User Color (V-Ray TexUserColor) – A utility texture used to read a vector attribute value from the rendered geometry. Read more: V-Ray User Color

V-Ray User Float (V-Ray TexUserScalar) – A utility texture that allows the user to read and return a single number value from the User-Defined properties of the currently shaded object as a result. Read more: V-Ray User Float

V-Ray User Integer (V-Ray TexUserInteger) – A utility texture that allows the user to read and return a single integer value from the User Attributes of the currently shaded object as a result. Read more: V-Ray User Integer

V-Ray User Plugin Shader (V-Ray UserShader) – A utility texture used to load a custom V-Ray node. Read more: V-Ray User Plugin Shader

V-Ray Vector Operations (V-Ray TexVectorOp) – A utility texture that performs mathematical operations on two vectors. Read more: V-Ray Vector Operations

V-Ray Vector Product (V-Ray TexVectorProduct) – A utility texture that performs multiplication operations on two vectors. Read more: V-Ray Vector Product


Effects VOPs

V-Ray Fog Effect (V-Ray EnvironmentFog) – A V-Ray atmospheric effect that allows the simulation of participating media like fog, atmospheric dust, and so forth. Read more: V-Ray Fog Effect

V-Ray Toon Effect (V-Ray VolumeVRayToon) – A simple V-Ray atmospheric effect that produces cartoon-style outlines on objects in the scene. Read more: V-Ray Toon Effect

V-Ray Displacement  (V-Ray GeomDisplacedMesh) – V-Ray’s technique for adding detail to your scene geometry without having to model it first. Read more: V-Ray Displacement

V-Ray Volume Shader V-Ray's core node for volumetric shading graphs. It enables the work with volumetric shading graphs by exposing inputs for density, color, absorption, and anisotropy. Read more: V-Ray Volume Shader

V-Ray Volume Sampler Color (V-Ray Volume Color Sampler) –A V-Ray node that samples vector fields from a VDB file for advance effects. Read more: V-Ray Volume Sampler Color

V-Ray Volume Sampler Float (V-Ray Volume Float Sampler) – A V-Ray node that samples float fields from a VDB file for advance effects. Read more: V-Ray Volume Sampler Float

V-Ray VolumeGrid Foam (V-Ray PhxShaderFoam) – A V-Ray component intended to shade particles such as splash and foam but may be used to render sparks, sand, or thin cigarette smoke as well. Read more: V-Ray VolumeGrid Foam

V-Ray VolumeGrid Shader (V-Ray PhxShaderSim) – A V-Ray volumetric effect that works with grid-based cache formats, as opposed to the Environment Fog, which is a general-purpose volumetric shader. Read more: V-Ray VolumeGrid Shader

V-Ray VolumeGrid Texture (V-Ray PhxShaderTex) – A V-Ray volumetric component that loads and exposes a grid channel of a selected V-Ray VolumeGridShader or V-Ray Fog Effect as a procedural texture. Read more: V-Ray VolumeGrid Texture


Render Channels VOPs

Render Channel VOPs can exist inside the V-Ray Render Elements Driver/Render Element Network only.

V-Ray Bump Normals (V-Ray RenderChannelBumpNormals) – Stores the camera view as a normal map. Read more: V-Ray Bump Normals

V-Ray Channels Container (V-Ray RenderChannelsContainer) – A container for adding more than one render element to the render. Read more: V-Ray Channels Container

V-Ray Coat (V-Ray RenderChannelCoat) – Isolates the reflected light in the scene. Read more: V-Ray Coat

V-Ray Coat Reflection (V-Ray RenderChannelCoatReflection) – Stores reflection information calculated from the materials' coat layer. Read more: V-Ray Coat Reflection

V-Ray Color Channel RE (V-Ray RenderChannelColor) – A container node that allows the output of almost every render channel available in V-Ray. Read more: V-Ray Color Channel RE

V-Ray Coverage (V-Ray RenderChannelCoverage) – Holds anti-aliasing data based on the Render ID Render Element. Read more: V-Ray Coverage

V-Ray Cryptomatte (V-Ray RenderChannelCryptomatte) – A V-Ray render element for efficiently encoding accurate mattes. Read more: V-Ray Cryptomatte

V-Ray Denoiser (V-Ray RenderChannelDenoiser) – Takes an existing render and applies a denoising operation to it after the image is completely rendered out via normal means. Read more: V-Ray Denoiser

V-Ray DR Bucket (V-Ray RenderChannelDRBucket) – Renders an image with each bucket shown in a different color, and a short text on each bucket naming the machine that rendered it. Read more: V-Ray DR Bucket

V-Ray ExtraTex (V-Ray RenderChannelExtraTex) – Shows the rendered image with a single texture applied to all objects in the scene. Read more: V-Ray ExtraTex

V-Ray Light Mix (V-Ray RenderChannelLightMix) – Provides adjustment control to the lights in the scene from inside the V-Ray Frame Buffer. Read more: V-Ray Light Mix

V-Ray Light Select (V-Ray RenderChannelLightSelect) – Represents the lighting contribution from one or more user-selected lights in the scene. Read more: V-Ray Light Select

V-Ray Material Select (V-Ray RenderChannelMaterialSelect) – Stores only the object(s) assigned to a specified V-Ray compatible material. Read more: V-Ray Material Select

V-Ray MultiMatte (V-Ray RenderChannelMultiMatte) – Creates RGB selection masks based on an object's Object ID, Material ID, or Include/Exclude list

V-Ray Normals (V-Ray RenderChannelNormals) – Creates a normals image from surface normals in the scene. Read more: V-Ray Normals

V-Ray Object ID(V-Ray RenderChannelNodeID)  – Isolates individual objects with colors or integer values for compositing purposes. Read more: V-Ray Object ID

V-Ray Object Select (V-Ray RenderChannelObjectSelect) – Stores only the object(s) called out with a specific Object or Material ID. Read more: V-Ray Object Select

V-Ray Reflection Glossiness (V-Ray RenderChannelGlossiness) – Stores the image's reflection, sheen, or coat glossiness as a grayscale image that represents the degree of Reflection Glossiness set for materials in the scene. Read more: V-Ray Reflection Glossiness

V-Ray Render ID (V-Ray RenderChannelRenderID) – Creates selection masks based on the node handle of each object or the V-Ray assigned render ID. Read more: V-Ray Render ID

V-Ray Sheen (V-Ray RenderChannelSheen) – Isolates the reflected light in the scene. Read more: V-Ray Sheen

V-Ray Sheen Reflection (V-Ray RenderChannelSheenReflection) – Stores reflection information calculated from the V-Ray Materials' Sheen Layer. Read more: V-Ray Sheen Reflection

V-Ray Toon Channel (V-Ray RenderChannelToon) – Renders the entire scene with the V-Ray Toon rendering effect and contains a mask for the toon outlines, although the toon color is not present in it. Read more: V-Ray Toon Channel

V-Ray Velocity (V-Ray RenderChannelVelocity) – Stores surface velocity for moving objects in the scene with different colors representing different velocities. Read more: V-Ray Velocity

V-Ray Z-Depth (V-Ray RenderChannelZDepth) – Provides information about each object's distance from the camera in the current view. Read more: V-Ray Z-Depth


Was this helpful?