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This page provides information on the VRayMtl node.

 

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Overview

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The VRayMtl is 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. This material can be easily set up to simulate a wide variety of surfaces such as plastics, metals, glass and more by adjusting a handful of parameters.

Furthermore, with the VRayMtl you can apply different texture maps, control the reflections and refractions, add bump and displacement maps, force direct GI calculations, and choose the BRDF to determine how light interacts with the surface material.

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Options Rollout


 

 

 

Double sided – When enabled, V-Ray will flip the normals for back-facing surfaces with this material assigned. Otherwise, the lighting on the "outer" side of the material will be computed always. You can use this to achieve a fake translucent effect for thin objects like paper.

Reflect on back – When disabled, V-Ray will calculate reflections for the front side of objects only. Checking it will make V-Ray calculate the reflections for the back sides of objects too.

Glossy Fresnel – When enabled, uses glossy fresnel Fresnel to interpolate glossy reflections and refractions. It takes the Fresnel equation into account for each "microfacet" of the glossy reflections, rather than just the angle between the viewing ray and the surface normal. The most apparent effect is less brightening of the grazing edges as the glossiness is decreased. With the regular Fresnel, objects with low glossiness may appear to be unnaturally bright and "glowing" at the edges. The glossy Fresnel calculations make this effect more natural.

Use Roughness – When enabled, highlights/reflections will be determined by the material's Roughness, otherwise highlights/reflections will be determined by the material glossiness.

Fix dark edges – Enabling will fix dark edges that sometimes appear on objects with glossy materials.

Cutoff Threshold – This is a threshold below which reflections/refractions will not be traced. V-Ray tries to estimate the contribution of reflections/refractions to the image, and if it is below this threshold, these effects are not computed. Do not set this to 0.0 as it may cause excessively long render times in some cases.

Glossy rays as GI – Specifies on what occasions glossy rays will be treated as GI rays:

Never – Glossy rays are never treated as GI rays.
GI rays only – Glossy rays will be treated as GI rays only when GI is being evaluated. This can speed up rendering of scenes with glossy reflections and is the default.
Always – Glossy rays are always treated as GI rays. A side effect is that the Secondary GI engine will be used for glossy rays. For example, if the primary engine is irradiance map, and the secondary is light cache, the glossy rays will use the light cache (which is a lot faster).

Energy mode – Determines how the diffuse, reflection, and refraction color affect each other. V-Ray tries to keep the total amount of light reflected off a surface to be less than or equal to the light falling on the surface (as this happens in the real life). For this purpose, the following rule is applied: the reflection level dims the diffuse and refraction levels (a pure white reflection will remove any diffuse and refraction effects), and the refraction level dims the diffuse level (a pure white refraction color will remove any diffuse effects). This parameter determines whether the dimming happens separately for the RGB components or is based on the intensity:

Color – Causes dimming to be performed separately on the RGB components. For example, a pure white diffuse color and pure red reflection color will give a surface with cyan diffuse color (because the red component is already taken by the reflection).
Monochrome – Causes dimming to be performed based on the intensity of the diffuse/reflection/refraction levels.

Use input format from – Sets the material aspect ratio based on the input format of a connected texture file. This only affects 2D Card nodes that have image aspect enabled.on the input format of a connected texture file. This only affects 2D Card nodes that have image aspect enabled.

Opacity mode – Controls how the opacity map works. For more information, see the Opacity mode parameter example below.

Normal – The opacity map is evaluated as normal: the surface lighting is computed and the ray is continued for the transparent effect. The opacity texture is filtered as normal.
Clip – The surface is shaded as either fully opaque or fully transparent depending on the value of the opacity map (i.e. without any randomness). This mode also disables the filtering of the opacity texture. This is the fastest mode, but it might increase flickering when rendering animations.
Stochastic
– The surface is randomly shaded as either fully opaque or fully transparent so that on average it appears to be with the correct transparency. This mode reduces lighting calculations but might introduce some noise in areas where the opacity map has gray-scale values. The opacity texture is still filtered as normal.

 

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Example: Opacity mode parameter

 

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Opacity mode = Normal
Because the opacity texture is filtered the result is nice and smooth but very slow.

 

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Opacity mode = Stochastic
The texture is still filtered, so the result is smooth but render times are greatly improved.

 

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Opacity mode = Clip
The texture is forced to black or white; the render time is very fast, but the result is sharper which may increase flickering in animation.

 

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The renders below show a blow-up of the tree to better show the effect of the different modes. Note that in the first two renders the opacity is blurry because of the texture filtering.

 

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Opacity mode = Normal
Because the texture is filtered, this makes the normal-sized render smoother and reduces flickering in animation, but the render time is very slow.

 

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Opacity mode = Stochastic
The texture is still filtered, which keeps the normal-sized render smooth, and the render time is much better.

 

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Opacity Mode = Clip
Because the opacity map is forced to either full black or white, the result is sharp. The render time is very good, but the increased sharpness can increase flickering in animations.

 

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Reflection Parameters Tab

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Reflection color is black (0, 0, 0)

 

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Reflection color is medium grey gray (128, 128, 128)

 

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Reflection color is white (255, 255, 255)

 

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local object axis – Uses the Anisotrpy Anisotropy Axis parameter to determine Anisotropy Derivation.
uvw generator – Generates Anisotropy Derevation Derivation based on UVW.

Anisotropy Axis – Choose the local object axis to use when anisotropy_derivation is set to local object axis.

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Exit Color On – If this is on, and a ray has reached the maximum refraction depth, the ray will be terminated and the Refraction Exit Color value returned. When this is off, the ray will not be refracted , but will be continued without changes.

Exit Color – If a ray has reached it's its maximum depth this color will be returned instead of tracing the ray further.

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Color Only – The transparency will affect only the RGB channel of the final render.
Color+alpha – This will cause the material to transmit the alpha of the refracted objects, instead of displaying an opaque alpha. Note that currently, this works only with clear (non-glossy) refractions.
All channels – All channels and render elements will be affected by the transparency of the material.

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Refraction color is black (0, 0, 0) (no refraction)

 

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Refraction color is light grey gray (192, 192, 192)

 

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Refraction color is white (255, 255, 255)

 

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This example demonstrates the effect of the Refraction IOR parameter. Note how light bends more as the IOR deviates from 1.0. The case when the index of refraction (IOR) is 1.0 produces a transparent object. Note, however, that in the case of transparent objects, it might be better to assign an opacity map to the material, rather than use refraction.

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Fog color is white (255, 255, 255) (no light absorption)

 

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Fog color is grey gray (128, 128, 128)

 

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Fog color is green (116, 190, 102)

 

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Translucency – Selects the algorithm for calculating translucency (also called sub-surface scattering). Note that refraction must be enabled for this effect to be visible. Currently only Currently, only single-bounce scattering is supported. The possible values are:

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