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This page provides information on the MtlSingleBRDF material node.


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.

By default, all V-Ray BRDFs are connected to an automatically-generated MtlSingleBRDF in the VRScene before assignment to the Node plugin holding the geometry.


The MtlSingleBRDF node contains the following input:

brdf – Specifies the BRDF material that will be affected.


Mode – Specifies one of the following behaviors for the material:

Single-sided – The lighting on the 'outer' side of the material is computed. You can use this to achieve a fake translucent effect for thin objects like paper.
Double-sided – V-Ray flips the normal for back-facing surfaces with this material.
Transparent For Camera Rays – The material is not visible to camera rays.
Transparent Except For Shadow Rays – The material is invisible to all rays except for shadow rays. This allows it to still cast shadows.
Transparent Except for Shadow/Refracted Rays – The material is invisible to all rays except for shadow and refraction rays. This allows it to cast shadows and be seen in refractions.

Filter – Specifies a color filter to tint the material.

Allow Negative Colors – Enables the use of negative values in the color swatches of the connected BRDF.

Env. Fog. Mode (USD) – Sets up environment fog in Solaris/USD. A V-Ray EnvironmentFog node must be added to the usd_env_fog slot of the material. Download these Test Scene files to try the mode.

Env. Fog – The fog effect is applied as an environment fog in Solaris/USD. 
Volume FogThe fog effect is applied to a specific object only in Solaris/USD.

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