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Color Multiplier: 3.0
GI on ;
Emit on Back Side on
Using a File texture connected to the Color slot. The Color Multiplier is quite low, so only the plane and the reflection on the teapot are visible.

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Color Multiplier: 15.0
GI on ;
Emit on Back Side  on
Increasing the Color Multiplier leads to a much lighter overlook of the sceneproject. Notice that now the texture is getting closer to white color look, due to multiplying the (R,G,B) values of the texture.

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Color Multiplier: 3.0
GI on ;
Emit on Back Side on
  Here is another File texture connected to the Color slot. Notice that we haven't changed the VRayMtls for the surrounding walls, but the scene project looks different from the previous one due to the new texture.

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Color Multiplier: 15.0
GI on ;
Emit on Back Side on
Increasing the Color Multiplier leads to a much lighter overlook of the sceneproject. Notice now that the texture is getting closer to white color look, due to multiplying the (R,G,B) values of the texture.

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Example: Default Color and Multiplier Values


Here is a scene rendered project rendered with the default BRDFLight. These examples demonstrate how the material behaves in V-Ray, and how its parameters influence the overlook of the final results.

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The white plane is a default BRDFLight. The teapot is a default VRayMtl with Reflection. Rest is just VRayMtl with diffuse colors.

We are going to render this scene project with Default Lights - Off till the end of the example and no lights will be used in it as well.

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Color value: 1.0
No GI

As you see the image is absolutely dark except the plane (self-illuminated) and the reflection on the teapot. Notice we have no GI and no lights at all here, so the dark part of the scene project is totally expected and reasonable.

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Color value: 50.0
No GI

Notice that nothing changed in general, BUT the reflection on the teapot got stronger due to the higher color value. Rest is still black: because we still have the GI off.

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Color value: 1.0
GI on

As You see turning GI on almost didn't change the overlook. That is because of the Color value: 1.0. It acts mainly as just self-illuminating the object that has the BRDFLight.

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Color value: 5.0
GI on
Emit on Back Side off

Now you can notice that increasing the Color value has influenced visibly the scene project (shadows also appear).

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Color value: 5.0
GI on
Emit on Back Side on

Scene Project starting to gather more light because of the 2-sided - on.

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Color value: 15.0
GI on
Emit on Back Side off

As you see the back is still dark, but You can already notice the blue wall receiving some GI, due to higher Color value. Shadows also appear more defined.

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Color value: 15.0
GI on
Emit on Back Side on

Scene Project starting to gather more light because of the 2-sided - on.

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titleDisplacement

Displacement


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This is a legacy attribute that will be removed in the future. Consider using the geometry displacement modifier instead. It can be created as a geometry asset in the Outliner and can be applied to objects in the sceneproject. Note that the displacement effect will no longer appear in the Preview Swatch.

Displacement – Enables or disables the displacement effect.

Mode/ Map – Specifies the mode in which the displacement is rendered. 

2D Displacement – Bases the displacement on a texture map that is known in advanced. The displaced surface is rendered as a warped height-field based on that texture map. The actual raytracing of the displaced surface is done in texture space and the result is mapped back into 3D space. The advantage of this method is that it preserves all details in the displacement map. However, it requires the object to have valid texture coordinates. You cannot use this method for 3d procedural textures or other textures that use object or world coordinates. The parameter can take any values. 
Normal Displacement – Takes the original surface geometry and subdivides its triangles into smaller sub-triangles, which then are displaced. 

Amount – The amount of displacement. A value of 0.0 means the object appears unchanged. Higher values produce a greater displacement effect. This parameter can also take a negative value, in which case the displacement pushes geometry inside the object. 

Shift – Specifies a constant, which is added to the displacement map values, effectively shifting the displaced surface up and down along the normals. This can be either positive or negative.

Keep Continuity – When enabled, tries to produce a connected surface, without splits, when there are faces from different smoothing groups and/or material IDs. Note that using material IDs is not a very good way to combine displacement maps since V-Ray cannot always guarantee the surface continuity. Use other methods (vertex colors, masks etc.) to blend different displacement maps.

Resolution – This option is available when the Mode/Map is 2D Displacement. It determines the resolution of the displacement texture used by V-Ray. If the texture is a bitmap, it is recommended to match this resolution to the size of the bitmap. For procedural 2D maps, the resolution is determined by the desired quality and detail in the displacement. Note that V-Ray also automatically generates a normal map based on the displacement map in order to compensate for details not captured by the actual displaced surface.

View Dependent – When enabled, Edge Length determines the maximum length of a subtriangle edge in pixels. A value of 1.0 means that the longest edge of each subtriangle is about one pixel long when projected on the screen. When disabled, Edge Length is the maximum sub-triangle edge length in world units.

Edge Length – Determines the quality of the displacement. Each triangle of the original mesh is subdivided into a number of subtriangles. More subtriangles mean more detail in the displacement, slower rendering times and more RAM usage. Less subtriangles mean less detail, faster rendering and less RAM. The meaning of Edge length depends on the View Dependent parameter. The slider's minimum range is set to 0.4. Using lower values is still possible by manually typing them in the input box but it may cause significant render delay.

Max Subdivs – Controls the maximum sub-triangles generated from any triangle of the original mesh when the displacement type is Subdivision. The value is in fact the square root of the maximum number of subtriangles. For example, a value of 256 means that at most 256 x 256 = 65536 subtriangles will be generated for any given original triangle. It is not a good idea to keep this value very high. If you need to use higher values, it will be better to tessellate the original mesh itself into smaller triangles instead. The actual subdivisions for a triangle are rounded up to the nearest power of two (this makes it easier to avoid gaps because of different tessellation on neighboring triangles). 


Water Level – Clips the surface geometry in places where the displacement map value is below the specified threshold. This can be used for clip mapping a displacement map value below which geometry will be clipped. 

Level Height – Value below which the geometry is clipped. 

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Materials need to be applied to objects (groups/components) to have working displacement. If various materials are applied to different faces of an object, the displacement from the top-level (group/component) material will be used on all of them. Normal Displacement will take into account the texture size of each different face material, while 2D Displacement will ignore them.


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