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  • shadowRadius - Can be used to make simple light sources like omni, spot, direct behave as area lights, casting soft shadows.
  • intensity (intensity_tex) - Multiplier for the intensity of the light.
  • invisible - False by default. Enable to make the area light invisible to the camera. This includes the back side of rectangle lights for example.
  • units - Physical units for the intensity of photometric lights. Possible values are: 0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - Watts, 4 - W/m/m/sr

4. Creating geometry

4.1. The Node plugin

Before we get to defining your actual geometry data, there is a top-level plugin for non-light-emitting objects called Node. It links the geometry data (geometry parameter) with a material plugin (material parameter) and positions it in the world (transform parameter). You could reference the same geometry in different nodes with different positions.

4.2. Geometry sources

V-Ray works with triangular geometry only, so if you have larger polygons, you will have to triangulate them. The simplest way would be the ear clipping method for convex polygons. The triangle vertex indices are specified in counter-clockwise order in the geometry arrays for V-Ray if you're looking at the front face of the triangle.

Lets look at the main geometry source plugins (we will ignore some others):

  • GeomStaticMesh - The basic fixed geometry descriptor that you will use in most cases. Requires vertex and normal data plus optional UVW texture mapping coordinates.
  • GeomStaticNURBS - Defines a smooth NURBS surface using control vertices and weights.
  • GeomStaticSmoothedMesh - References another mesh plugin (usually GeomStaticMesh) and generates a smooth, subdivided version.
  • GeomDisplacedMesh - References another mesh plugin (usually GeomStaticMesh) and generates a displaced version using a texture map.
  • GeomHair - References another mesh plugin (usually GeomStaticMesh) and generates hair (can be tweaked for fur, grass, shaggy rug etc.) on it. Has many parameters for the size, shape and distribution of strands.
  • GeomMeshFile - Loads geometry from a file, a so-called geometry Proxy. The geometry is only loaded on-demand as a ray hits it, so in some cases such as distributed bucket rendering it may prevent unnecessary calculations and memory usage. The currently supported formats are .vrmesh and .abc. If you have a file in another format, i.e. .obj, you need to convert it with the ply2vrmesh utility.
  • GeomParticleSystem - Generates many (usually small) particles.

4.3. Instancing

TODO: Instancer, Instancer2

5. Creating materials

5.1. Material and BRDF plugins

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