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The VRayMtl is a very versatile material that allows for better physically correct illumination (energy distribution) in the scene and more convenient reflection and refraction parameters. This material can be easily set up to simulate a huge variety of surfaces from plastics to metals to 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 normal maps, self illumination and translucency .


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Note
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When you assign the VRayMtl as a Parent and you want to create a solid material with no refractive. opacity or translucent properties you have to change the Blend Mode in the Material Property Overrides to Opaque.
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 Reflection

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 Specifies the reflection properties of the material.

Fancy Bullets
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  • ReflectionColor - Specifies the amount of reflection and the reflection color.
  • UseReflectionTex - Enabled the use of Texture for Reflection.
  • ReflectionTexAmount - Specifies the blend amount between ReflectionTex and ReflectionColor.
  • ReflectionTex - Specifies the Reflection Texture.
  • ReflectionTex_Channel - Specifies the UV channel index for the ReflectionTex.
  • ReflectionTex_OffsetU - Specifies the horizontal offset of the ReflectionTex.
  • ReflectionTex_OffsetV - Specifies the vertical offset of the ReflectionTex.
  • ReflectionTex_TileU - Specifies the horizontal repetition of the ReflectionTex.
  • ReflectionTex_TileV - Specifies the vertical repetition of the ReflectionTex.
  • ReflectionTex_Triplanar - Enable triplanar option for the ReflectionTex.
  • ReflectionTex_TriplanarBlend - Specifies the blend amount between the different Texture projections. Lower values produce sharper transitions between projections.
  • ReflectionTex_TriplanarScale - Adjusts the scale of the ReflectionTex.


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DiffuseColor=0,0,0;  ReflectionGloss=1; FresnelIOR=1.6

 

 

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FresneIOR

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Specifies the Index of Reflection for Fresnel calculations of the material.

Fancy Bullets
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  • FresnelIOR - Specifies the IOR to use when calculating Fresnel reflections.
  • UseFresnelIORTex - Enabled the use of Texture for Fresnel IOR.
  • FresnelIORTexAmount - Specifies the blend amount betweenFresnelIORTex and FresnelIOR.
  • FresnelIORTex - Specifies the Fresnel IOR Texture.
  • FresnelIORTex_Channel - Specifies the UV channel index for the FresnelIORTex.
  • FresnelIORTex_OffsetU -Specifies the horizontal offset of the FresnelIORTex.
  • FresnelIORTex_OffsetV - Specifies the vertical offset of the FresnelIORTex.
  • FresnelIORTex_TileU - Specifies the horizontal repetition of the FresnelIORTex.
  • FresnelIORTex_TileV - Specifies the vertical repetition of the FresnelIORTex.
  • FresnelIORTex_Triplanar - Enable triplanar option for the FresnelIORTex.
  • FresnelIORTex_TriplanarBlend - Specifies the blend amount between the different Texture projections. Lower values produce sharper transitions between projections.
  • FresnelIORTex_TriplanarScale - Adjusts the scale of the FresnelIORTex.


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VRay2SidedMtl

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Specifies if the material can transmit light on the backside.

Fancy Bullets
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  • Translucency - Specifies the amount of light being transmitted on the backside of objects. Value other than black will result in translucency.


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Examples

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DiffuseColor=0,0,0;  ReflectionGloss=1; FresnelIOR=1.6

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DiffuseColor=0,0,0;  ReflectionColor=1,1,1; FresnelIOR=1.6

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DiffuseColor=0,0,0;  ReflectionColor=1,1,1; ReflectionGloss=1

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