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The VRscan material allows the rendering of scanned BRDF material data stored in .vrscan files. These files are produced by Chaos's own internal material scanner and accompanying material creator software.

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With V-Ray 6, the Scanned Material doesn't require a separate render license to work correctly.

In However, for earlier V-Ray versions, the Scanned Material requires a separate render license to work correctly. Without a license, the material will render renders with a watermark, otherwise, it should be able to render the scenes.

The scanned material renders the captured appearance of an actual physical material sample, that has been scanned with special scanner hardware. The material goes beyond single-point BRDF capture and can faithfully represent the textured appearance of a large number of real-world surfaces using bidirectional texture function (BTF) approximation.

Because the scanned material simply reproduces the way a physical material responds to light, is has no notion of "diffuse" or "reflection" components, "normal" or "bump" maps.

Currently, the material can render only opaque surfaces. Also, for the moment except for some general tint control, the material is unmodifiable - i.e. you can't change glossiness, increase reflectivity etc. You can only change the overall tint of the material. In its present form, the material is targeted at users that need to match exactly a given real-world sample.

The .vrscan files tend to be quite large as they need to pack a lot of data (they need to describe the BRDF of the material over its entire surface).

For more details on VRscans, please see the Chaos Scans documentation space for information on downloadable sample projects and Frequently Asked Questions or visit the VRscans.com Chaos Scans website.

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UI Options

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From the Add Attribute button, you can select additional attributes that can add up to the appearance of the material. For more information, see the Attributes section.

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Holding down Ctrl while having the Add Attribute menu open, allows selecting multiple entries without closing the dropdown.
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The context options of the Color Slot allow to Copy and Paste a color from one color slot to another, as well as to reset the color selection.

A Reset option is provided in the context menu of each Number Slider. You can reset the slider value to the default one.

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Texture Placement

 

 


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Type – Controls how the texture is positioned on the geometry.

2D (UV Channel) – The texture uses the object UV coordinates.
Tri-Planar Projection – The texture will be automatically projected onto the object (along the X, Y, and Z object space axis). This works similarly to the Tri-Planar texture. Use the Tiling Factor parameter to change the projected texture size.

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2D (UV Channel)


UV Channel/Set – Specifies the index of the mapping channel data to use. A value of 1 takes the first available channel.

Repeat U/V – Determines how many times the texture is repeated in the 0 to 1 UV square.

Lock U/V Repeat – Locks the U/V Repeat.

Offset U/V – Controls the texture offset in the U and V direction.

Rotate – Rotates the texture (in degrees).

Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color is used outside the 0 to 1 UV square. Default color is found in Parameters > Color Manipulation.

Mirror U/V  – Mirrors the texture in the U and V direction separately. The option cuts the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures. 

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2D (UV Channel)



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Tri-Planar Projection


Random Offset – Randomizes the texture offset. When rendering many instances using the same material, with this option enabled, you get variation of the look.

Random Rotate – Randomizes the material rotation from one object to another. When rendering many instances using the same material, with this option enabled, you get variation of the look.

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Tri-Planar Projection

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