Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Section
Column
width60%

The VRayOverrideMtl is a utility material provided with the V-Ray renderer. It allows a surface to look different depending on whether it is seen through reflections, refractions, or GI.

With this material you can get a fine control over the color bleeding, reflections, refractions, and shadows of the objects.

The example image by Linda Ferroni demonstrates the reflect material override option. Notice that the yellow bottle and brown pot are reflecting as entirely different materials in the mirror.

 

UI Expand
titleUI Path: ||Material Editor window|| > Material/Map Browser...

||Material Editor window|| > Material/Map Browser > Materials V-Ray > VRayOverrideMtl


Image Modified

Column
width5%

 

Column
width35%

...

Section
Column
width60%

Base material – Specifies the material V-Ray will use uses while rendering the object.

GI – Specifies the material V-Ray will use uses while calculating the GI solution.

Reflect mtl – This is the material V-Ray will use uses to render the object with, when the object is seen in reflections. For more information, see Using the Reflect material example below.

Refract mtl – This is the material V-Ray will use uses to render the object with, when the object is seen in refractions. For more information, see Using the Refract material example below.

Shadow mtl – This is the material that will be is used to render shadows cast from the object.

Column
width5%

 

Column
width35%

...

This example shows how the use of a GI material will affect affects the rendering.


Section
Column
width10%

 

Column
width40%


Scene rendered with 2 VRay materials.

 

Column
width40%


Scene rendered with 1 Base + 1 GI Mtl.

 

Column
width10%

 

...

This material contains in itself the initial 2 V-Ray materials - the floor's and the walls' ones. So now assigned on the floor object, V-Ray will know knows that while calculating the GI it has to use the GI material (in our case: walls - VRayMtl with Diffuse Color (200, 200, 200)) and during rendering it will use uses the Base material (in our case: floor - VrayMtl with texture in the Diffuse Slot). The result of that is quite different from the previous render as the Color Bleeding has gone. Of course this depends entirely on our choice for the GI material. For instance, if we had chosen a bluish colored material, the final result would also be tinted slightly to blue, like in the first render with the pale brown colors.

...