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This page provides information about the V-Ray Material Complex in V-Ray for Houdini.
Overview
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UI Path
||mat Network|| > V-Ray > Material > V-Ray Material Complex
Surface
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Reflection
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Transmission
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Textures
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Displacement
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Options
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Wrapper
Enabled – Enables the Wrapper options.
Main
Generated GI Mult. – A multiplier for the amount GI generated by the material.
Received GI Mult. – A multiplier for the amount GI received by the material.
Generated Caustics Mult. – A multiplier for the amount of caustics generated by the material.
Received Caustics Mult. – A multiplier for the amount of caustics received by the material.
Subdivs Mult. – A multiplier for the subdivisions of all secondary ray tracing done for the particular surface.
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 is derived from the transparency of the base material. A value of 0.0 means the object does not appear in the alpha channel at all and shows the alpha of the objects behind it. A value of -1.0 means that the transparency of the base material is 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).
Generate Render Elements – When enabled, V-Ray generates zDepth, velocity, extra tex and multi matte render element for matte objects. When this check box is disabled V-Ray does not generate any render elements for matte objects.
Matte Surface – Makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly. Note that the base material is still used for things like GI, caustics, reflections etc.
Shadows – When enabled, makes shadow visible on the matte surface.
Affect Alpha – When enabled, makes shadows affect the alpha contribution of the matte surface. Areas in perfect shadow produce white alpha, while completely unoccluded areas produce black alpha. Note that GI shadows (from skylight) are also computed, however GI shadows on matte objects are not supported by the light cache GI engine, when used as a primary engine. You can safely use that with matte surfaces as secondary engines.
Shadow Tint – An optional tint for the shadows on the matte surface.
Shadow Brightness – An optional brightness parameter for the shadows on the matte surface. A value of 0.0 makes the shadows completely invisible, while a value of 1.0 shows the full shadows.
Reflection Amount – Shows the reflections from the base material.
Refraction Amount – Shows the refractions from the base material.
GI Amount – Determines the amount of GI shadows.
Advanced Options
Dive To Wrapper Node – Press this button to dive into the Complex Material network of nodes and selects the Wrapper Node.