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This page provides information on the V-Ray Object Properties.= p>
In addition to the settings in the Render Settings dialog, which are glo= bal for the scene, you can set different render settings on a per-object ba= sis. Some of those properties (primary and secondary visibility, visibility= to camera, etc.) are accessible through the additional V-Ray Objec= t Properties.
Assigning Object Properties SOP and/or Di= splacement materials works with packed geometry. It is not expected to work= with packed fragments. See the V-Ray Object Properties SOP page.
UI paths:
||Select object(s)|| > V-= Ray Shelf > Object Props
||Select object(s)|| > V-Ray menu > Object Pr=
operties > Common
Enable All =E2=80=93 Enables all parameters in all Obje= ct Properties tabs at once.
Disabled All =E2=80=93 Disables all parameters in all O= bject Properties tabs at once.
Renderable = =E2=80=93 When disabled, the instance isn't rendered. The object's properti= es can still be queried from within VEX but no geometry is rendered. This i= s roughly equivalent to turning the object into a transform space object.= span>
User Attributes&n= bsp;=E2=80=93 A list of attributes (separated by semicolons) that are = assigned to the mesh.
Object ID = =E2=80=93 Specifies an ID for the object. This is used by the <= a href=3D"/display/VRAYHOUDINI/V-Ray+MultiMatte">MultiMatte render element which creates selection masks based on Object IDs.<= /p>
LPE Label =E2=80= =93 Specifies a light path expression label for the object. Find more infor= mation about what light path expressions are at the Advanced Light Path Expressions= a> page.
Num. Samples = ;=E2=80=93 Specifies the number of motion blur samples. If the value is set= to 0, the ROP settings are used.
Geometry Type =E2=80=93 Determines the type of geometry for polygonal data among <= em>Default, Static, and Dynamic.
Use Rayserver Instancer = strong>=E2=80=93 Uses the GeomRayserverInstancer node instead of Instancer2= node.
Packed Agent Instancing (E= xperimental) =E2=80=93 Experimental packed agent instances detecti= ng.
Packed Agent Multi-Threade= d Export (Experimental) =E2=80=93 Experimental multi-threaded pack= ed agent export. Note that this option may take a lot of RAM.
SSS ID =E2= =80=93 Used to tell V-Ray SSS and&nb= sp;V-Ray Skin materials that objects with the same ID need = to share the same illumination samples when using raytraced multiple scatte= ring. This avoids illumination seams between those objects.
Forced Attributes= =E2=80=93 Specifies a list of attributes to be exported to the .= vrscene file even if they are not used by any V-Ray shading node. This opti= mizes the export speed and reduces the size of the .vrscene file. Forced At= tributes parameter is useful when instancing lights with per-point attribut= es for light color and light intensity.
Reflection Mask = =E2=80=93
Refraction Mask =E2=80=93
Enable All =E2=80=93 Enables all parameters in this tab= at once.
Disabled All =E2=80=93 Disables all parameters in this = tab at once.
Enable OpenSubdiv= =E2=80=93 Enables OpenSubdiv subdivision.
Subdivision level =E2=80=93 Specifies the level of OpenSubdiv subdivision. A value of&n= bsp;0 means no subdivision.
Type =E2=80= =93 Specifies the type of subdivision used.
Subdivide UVs =E2=80=93 Smooths UVs when applying subdivision with OpenSubdiv.
Preserve map borders =E2=80=93 Specifies different modes for subdividing the UV boundar= ies with OpenSubdiv from None, Internal, and&nb= sp;All.
Internal&n=
bsp;=E2=80=93 Only preserve UVs if they are on an internal UV seam;<=
br>All =E2=80=
=93 Does not subdivide UVs on UV seams.
Preserve geometry borders<= /strong> =E2=80=93 Keeps the geometry boundaries in place while subdiv= iding the mesh with OpenSubdiv.
Enable All =E2=80= =93 Enables all parameters in this tab at once.
Disabled All =E2= =80=93 Disables all parameters in this tab at once.
Mode =E2=80=93 Specifies the mode of locking the T= ri-Planar mapping. You can choose between Object (uses a= nother object as reference) and Rest Attributes= (uses an attribute of the object as reference). Download an example test s= cene here.
Reference Object =E2=80=93 S= pecifies the object used as reference to lock the Tri-Planar mapping when&n= bsp;Object mode is selected.
Position =E2=80=93 Specifies the position when&nbs= p;Rest Attributes mode is selected.
Normal =E2=80=93 Specifies the normals when <= strong>Rest Attributes mode is selected.
Enable All =E2=80=93 Enables all parameters in this tab= at once.
Disabled All =E2=80=93 Disables all parameters in this = tab at once.
Mode is None
Mode is Object
Mode is Rest Attributes
Bake Subdivision =E2=80=93 Enables baking of objects th= at have displacement or subdivision. If objects have displacement, they are= baked as subdivided/displaced object in a .vrmesh file during rendering.= p>
File (.vrmesh) =E2=80=93 Specifies an output directory = where the generated .vrmesh file is placed.
Edge Length =E2=80=93 Specifies the approximate edge le= ngth for the sub-triangles.
Max Subdivision =E2=80=93 Specifies the maximum subdivi= sion for a triangle of the original mesh.
Enable Matte/Shaadow Options =E2=80=93 Enables the Matt= er/Shadow options.
Generated GI Mult. =E2=80=93 Specifies a = ;multiplier for the amount of GI generated by the material.
Received GI Mult. =E2=80=93&= nbsp;Specifies a multiplier for the amount of GI received by the mater= ial.
Generated Caustics Mult. =E2= =80=93 Specifies a multiplier that controls how much caustics the object ge= nerates. Note that in order to generate caustics, an object must have a ref= lective or refractive material.
Received Caustics Mult. =E2=80=93 Specifies a= multiplier that controls how much caustics the object receives. When light= is refracted by objects that generate caustics, the resulting caustics are= only visible when they are projected on caustics receivers.
Subdivs Mult. =E2=80=93 Specifies a multiplier for= the subdivisions of all secondary ray tracing done for the particular surf= ace.
Use Irradiance Map =E2=80=93 When enabled, the irr= adiance map is used to approximate diffuse indirect illumination for the ob= ject. If disabled, brute force GI is used. You can use this for objects in = the scene which have small details and are not approximated very well by th= e irradiance map.
Alpha Contribution =E2=80=93 Determines the appear= ance of the object in the alpha channel of the rendered image. A value of&n= bsp;1.0 means the alpha channel is derived from the transpare= ncy of the base material. A value of 0.0 means the objec= t does not appear in the alpha channel at all and shows the alpha of the ob= jects behind it. A value of -1.0 means that the transpar= ency of the base material cuts out from the alpha of the objects behind. Ma= tte objects are typically given an alpha contribution of -1.0= . Note that this option is independent of the Matte surface optio= n (i.e. a surface can have an alpha contribution of -1.0 = ;without being a matte surface).
Generate Render Elements =E2=80=93 When enabled, V= -Ray generates zDepth= a>, velocity, = ;extra tex, and multi matte render= element for matte objects. When this check box is disabled V-Ray does not = generate any render elements for matte objects.
Matte Surface =E2=80=93 Makes the material appear = as a matte material, which shows the background instead of the base materia= l when viewed directly. Note that the base material is still used for thing= s like GI, caustics, reflections, etc.
Shadows =E2=80=93 Makes shadow visible on the= matte surface.
Affect Alpha =E2=80=93 Makes shadows affect t= he alpha contribution of the matte surface. Areas in perfect shadow produce= white alpha, while completely unoccluded areas produce black alpha.
Shadow Tint =E2=80=93 Specifies an optional tint f= or the shadows on the matte surface.
Shadow Brightness =E2=80=93 An optional brightness= parameter for the shadows on the matte surface. A value of 0.0 makes the shadows completely invisible, while a value of 1= .0 shows the full shadows.
Reflection Amount =E2=80=93 Shows the reflect= ions from the base material.
Refraction Amount =E2=80=93 Shows the refract= ions from the base material.
GI Amount =E2=80=93 Determines the amount of GI sh= adows.
No GI On Other Mattes =E2=80=93 Causes the object = to appear as a matte object in reflections, refractions, GI, etc. for other= matte objects. Note that if this is on, refractions for the matte obj= ect might not be calculated (the object appears a matte object to itself an= d is not able to "see" the refractions on the other side).
Matte For Secondary... =E2=80=93 Normally the= base material is used when an object with a MtlWrapper is seen through ref= lections/refractions. This option controls whether the MtlWrapper shows the= base material or environment when seen through secondary rays (e.g. reflec= tions/refractions).
Disable =E2=80=93 T=
he base material is used when the MtlWrapper is seen through reflections/re=
fractions.
Without Projection Mapping =E2=80=93 Th=
e environment is seen through reflections/refractions.
With Proj=
ection Mapping =E2=80=93 The environment is seen through refl=
ections/refractions with projection mapping to increase the realism.
GI Surface ID =E2=80=93 This number can be us= ed to prevent the blending of Light Cache samples across different surfaces. If tw= o objects have different GI surface IDs, the light ca= che samples of the two objects are not blended. This can be useful for prev= enting light leaks between objects of vastly different illumination.
Trace Depth =E2=80=93 Specifies the number of= times a ray can be reflected. Scenes with lots of reflective and refractiv= e surfaces may require higher values to look correct. A value of -1 specifies this option is control= led by the global Rende= r Settings.
Generate GI =E2=80=93 Controls whether the ob= ject generates indirect illumination. Note that to obtain the caustics effe= ct you must set the appropriate value for the Caustics multipl= ier below as well as put some objects that generate caustics = in the scene.
Receive GI =E2=80=93 Controls whether the object r= eceives indirect illumination. A multiplier can be specified for the receiv= ed indirect illumination.
Generate GI multiplier =E2=80=93 A multiplier= for the amount GI generated by the material.
Receive GI multiplier =E2=80=93 A multiplier = for the amount GI received by the material.
Generate Caustics =E2=80=93 When enabled, the= selected objects refract the light coming from light sources that are caus= tics generators, so that caustics are produced. Note that in order to gener= ate caustics, an object must have a reflective or refractive material.
Receive Caustics =E2=80=93 When enabled, the = selected objects become caustic receivers. When light is refracted by objec= ts that generate caustics the resulting caustics are only visible when they= are projected on caustics receivers.
Caustics multiplier =E2=80=93 A multiplier for the= caustics.
Enable All =E2=80=93 Enables all parameters in this tab= at once.
Disabled All =E2=80=93 Disables all parameters in this = tab at once.
Enable Visibility Options =E2=80=93 Enables the Visibil= ity Options.
Primary Visibility =E2=80=93 When disabled, the ob= ject appears perfectly transparent to camera rays.
Visible in Reflections =E2=80=93 When disabled, th= e object appears perfectly transparent to reflection rays.
Visible in Refractions =E2=80=93 When disabled, th= e object appears perfectly transparent to refraction rays.
Cast Shadows =E2=80=93 When disabled, the object i= s invisible to shadow rays from lights and does not cast shadows. Note that= when disabled, the object doesn't affect the GI.
Receive Shadows =E2=80=93 When disabled, the objec= t does not receive shadows.
Enable All =E2=80=93 Enables all parameters in this tab= at once.
Disabled All =E2=80=93 Disables all parameters in this = tab at once.
When creating a matte object with V-Ray Object Properties and using = the V-Ray CUDA engine, please note the following: