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Apart from documentation included with the App SDK and SDK and this guide, the help pages for 3dsMax and Maya on docs.chaosgroup.com are a good source of parameter information and examples, although they use the user-friendly UI names for things and not the actual scene parameter names.
A very useful tool for basic parameter information is plgparams.exe
included in the binary folder of the SDK. It lists all parameters for the specified plugin (or all plugins with -list
) and their types, default values and text comments. Similar information can be obtained using the ListAllPluginsAndProperties
example in the C++ folder (or equivalent code for another language).
It is often useful to save out your scene to a file to inspect if you did everything properly. For example you may have failed to set some parameter properly and you will see this in the file as a missing or incorrect value, although you can also check the result of the set operation in your code. You can try to pinpoint problems by deleting parts of the scene (parameters or whole plugins) and re-rendering.
It can be very helpful if you have a V-Ray for 3dsMax or Maya and use it to export vrscene files to see what plugins and parameters are written out. The exporters for 3dsMax and Maya can be considered "ground truth" (even though they may have an occasional bug or missing feature).
If you're getting a black render make sure your camera is positioned and oriented properly and not inside an object. Keep in mind the default up-axis is Z, but it can be set to something else, usually Y. You might also get invisible or black objects if something is wrong with the attached material. In this case you can still the object in the alpha channel, especially if there is nothing behind it.
Another thing to watch out for is V-Ray's errors and warnings, so always implement the DumpMessage
callback.
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Information on all V-Ray plugins is available in the header file of the C++ vrayplugins.hpp and for C# in the VRayPlugins.cs file. If renderer is a
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1.7. "subdivs" parameters
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file
- Path to the vrmesh or abc file to load.object_path
- When using Alembic, the starting object path string.
Material and BRDF plugins
MtlSingleBRDF
- TODO
Mtl2Sided
- TODO
MtlMulti
- TODO
MtlVRmat
- TODO
MtlGLSL
- TODO
MtlOSL
- TODO
MtlRoundEdges
- TODO
MtlMaterialID
- TODO
MtlOverride
- TODO
MtlRenderStats
- TODO
MtlWrapper
- TODO
BRDFVRayMtl
- TODO
BRDFBlinn
- TODO
BRDFCookTorrance
- TODO
BRDFGGX
- TODO
BRDFPhong
- TODO
BRDFWard
- TODO
BRDFDiffuse
- TODO
BRDFGlass
- TODO
BRDFGlassGlossy
- TODO
BRDFLight
- TODO
BRDFMirror
- TODO
BRDFCarPaint
- TODO
BRDFFlakes
- TODO
BRDFHair3
- TODO
BRDFLayered
- TODO
BRDFSSS2
- TODO
BRDFSSS2Complex
- TODO
BRDFScanned
- TODO
BRDFSkinComplex
- TODO
BRDFStochasticFlakes
- TODO
BRDFBump
- TODO
BRDFMultiBump
- TODO
Textures and UVWGenerators
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