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This page provides information about the Emissive material in V-= Ray for SketchUp.
The Generic V-Ray material's Emissive preset is generally used for produ= cing self-illuminated surfaces.
||V-Ray Asset Editor|| > Materials (right-click) >= ; Emissive
||V-Ray Asset Editor|| > Create Asset (left-click) &= gt; Materials > Emissive
The Emissive material settings are organized in Basic and A=
dvanced modes. Switch the mode from the toggle button under the
The Add Layer and Add Attribute = buttons are provided for some V-Ray materials, including Emissive. For more= information, see the Attributes section and the Lay= ers section on Materials page.
The Emissive material itself is created by adding an Emissive layer.
The context menu of the Color slot provides options to Copy and Paste, as well as to Reset the color.
A Reset <= /strong>option is provided in the con= text menu of each Number Slider.
Some options are available only in Advanced mode.
Color =E2=80=93 Specifies the color of the light. A tex= ture can be specified as well. See the C= olor and Texture examples below for more information.
Intensity =E2=80=93 Controls the strength of the light.=
Transparency =E2=80=93 Specifies the color that is tran= sparent. For this parameter black stands for opaque and white for transpare= nt color. A texture can be specified as well. See the Transparency Texture example below fo= r more information.
Emit On Back Side =E2=80=93 When enabled, the object em= its light from its back side as well. When disabled, only the front side em= its light, and the material renders as black on the back sides. Se= e the Emit On Back Side examples below for more information.
Compensate EV =E2=80=93 Used when rendering with t= he V-Ray Physical Camera. When enabled, the intensity of the material is ad= justed to compensate for the camera exposure.
Color *Opacity =E2=80=93 When enabled, the color o= f the light material is multiplied by the opacity texture. Otherwise, the c= olor and opacity act independently (so-called additive transparency).
This rollout is available only in Advanced mode.
Mode =E2=80=93 Specifies one of the following methods f= or adjusting textures.
Multiply =E2=80=93 =
Multipliers can be specified to adjust colors and textures.
Blen=
d Amount =E2=80=93 Blend amounts can be specified to adjust c=
olors and textures.
Color =E2=80=93 Controls the intensity of the Emis= sive Color (light color).
Intensity =E2=80=93 Controls the strength of the l= ight.
Transparency =E2=80=93 Controls the intensity of t= he Transparency Color, which determines the color that is transparent.
Here are some examples showing the differe= nce in Intensity, the <= /span>Emit On Back Side turned on = and off and using an image in the Color Texture slot.
This example shows the usage= of an image in the Transparency Texture slot. Both renders= have the Emit On Back Side function turned on as well.
Intensity: 10
Color: Blue
Binding =E2=80=93 Enables connection/b= inding between V-Ray and the corresponding base application material.
Color =E2=80=93 Enables color binding. Changing the V-R= ay material color changes the corresponding base application material color= and vice versa.
Opacity =E2=80=93 Enables refraction/opacity binding. C= hanging the SketchUp material opacity, however, does not change the V-Ray m= aterial. Instead, it disables the Opacity binding.
Texture Mode =E2=80=93 Enables texture binding. Ch= anging the V-Ray material texture changes the corresponding base applicatio= n material texture and vice versa.
Auto =E2=80=93 By d=
efault binds the Diffuse texture to the base app material.
Text=
ure Helper =E2=80=93 Allows the use of a helper texture as a =
base application material map. The same helper is used if the binded textur=
e is a procedural map. This is useful if every time you have to set texture=
placement for a map that can't be displayed accurately in the base app.&nb=
sp;
Custom =E2=80=93 Allows the use of a custom texture=
as base application material map. Disabling this parameter allows changing=
the base app material texture without affecting the V-Ray material. <=
br>Bake =E2=80=93 In this mode complex texture networks ar=
e baked to a single image used as a viewport preview. Differences between t=
he rendered result and the viewport preview may occur due to the fact that =
only the texture confined within the 0 to 1 UV square is baked. This affect=
s most procedural patterns and textures with custom UV placement configurat=
ion. Raytraced and Tri-planar textures are not supported.
It is recommended to save all raw bitmap = buffers (textures embedded in SketchUp like SketchUp library materials text= ures) to disk before activating the Bake mode to preserve = them.
If = a Emissive material contains multiple layers, only the top-most one is rega= rded in Auto binding mode.
Texture =E2=80=93 Selected textures are displayed in th= e viewport. Keep in mind that procedural textures are not displayed. Note t= hat the viewport texture will not affect the way the material is rendered i= n V-Ray. It is mainly used for preview purposes.
Can be Overridden =E2=80=93 When enabled, the mat= erial can be overridden by the Material Override option in the Settings.
The attributes from the following expandable menus are available for the= Emissive material.