The Override Material is a utility material provided with the V-Ray renderer. It allows a surface to look different depending on whether it is seen through reflections, refractions, or GI.
With this material, you get fine controls over the color bleeding, reflections, refractions, and shadows of the objects.
The example rendered here shows the use of the Override Material to create some interesting reflections and refractions of the chairs. Notice how the yellow chair changes its color when seen through a refractive material. The reflections of the colored chairs, seen on the floor, display variation of the colors as well.
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Input Sockets
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This section lists input sockets that are not found in the Properties tab but only as inputs for the node.
Base Material – Input socket for the material V-Ray uses while rendering the object.Enable the GI material – When enabled, the specified GI Material overrides the Global Illumination in the scene.
GI Material – Input socket for the material V-Ray uses while calculating the GI solution. See the Gi Material override example below for more information.
Enable the reflection material – When enabled, Reflect Material – Input socket for the material V-Ray uses the specified material when the object is seen in reflections.
Reflection Refraction Material – Input socket for the material V-Ray uses when the object is seen in reflectionsrefractions.
Shadow Material – Input socket for the material that is used to render shadows cast from the object.
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Enable the GI material – When enabled, the specified GI Material overrides the Global Illumination in the scene.
Enable the refraction reflection material – When enabled, V-Ray uses the specified material when the object is seen in refractionsreflections.
Refraction Material – Input socket for the material Enable the refraction material – When enabled, V-Ray uses the specified material when the object is seen in refractions.
Enable the shadow material – When enabled, V-Ray uses the specified material for the object's shadows.Shadow Material – Input socket for the material that is used to render shadowscast from the object.