Page History
This page provides information on the Material Wrapper node.
Page Contents
Table of Contents | ||||||
---|---|---|---|---|---|---|
|
Overview
...
The V-Ray MtlWrapper can be used to specify additional surface properties per material.
UI Paths
...
UI Path:
Section | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Node
...
The MtlWrapper node provides inputs for controlling various material properties. Some correspond to parameters in the section below.
...
base_material – Specifies the material that the additional wrapper properties will be applied to.
Main
...
Generated GI Mult. – A multiplier for the amount GI generated by the material.
...
Use Irradiance Map – When enabled, the Irradiance Map will be used to approximate diffuse indirect illumination for the material. When disabled, brute force GI will be used. You can use this for objects in the scene which have small details and are not approximated very well by the Irradiance Map.
Matte Properties
...
Alpha Contribution – Determines the appearance of the object in the alpha channel of the rendered image. A value of 1.0 means the alpha channel will be derived from the transparency of the base material. A value of 0.0 means the object will not appear in the alpha channel at all and will show the alpha of the objects behind it. A value of -1.0 means that the transparency of the base material will cut out from the alpha of the objects behind. Matte objects are typically given an alpha contribution of -1.0. Note that this option is independent of the Matte surface option (i.e. a surface can have an alpha contribution of -1.0 without being a matte surface).
...
Disable – The base material will be used when the MtlWrapper is seen through reflections/refractions.
Without Projection Mapping – The environment will be seen through reflections/refractions.
With Projection Mapping – The environment will be seen through refrlections/refractions with projection mapping to increase the realism.
Misc
...
GI Surface ID – This number can be used to prevent the blending of light cache samples across different surfaces. If two objects have different GI surface IDs, the light cache samples of the two objects will not be blended. This can be useful to prevent light leaks between objects of vastly different illumination.
...