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This is a diagram of the most simple possible scene that will render an object. These are the plugins and parameters you will need to create and set.

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A. Brief plugin reference

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  • transform - Similarly to the direct light plugin, the position doesn't matter as the light comes from infinity. The rotation matrix has to be set correctly, even though in theory the Sun is omnidirectional. The identity matrix results in light directed along the -Z axis, thus a noon Sun.
  • target_transform - Currently doesn't make a difference. Don't leave uninitialized - set an identity transform.
  • turbidity - See VRaySun
  • ozone - See VRaySun
  • water_vapour - See VRaySun
  • size_multiplier - See VRaySun
  • color_mode - See VRaySun. Values are 0, 1, 2 respectively for Filter, Direct, Override mode.
  • intensity_multiplier - Relative intensity of the Sun (default 1.0). Try setting correct scales in SettingsUnitsInfo first.
  • filter_color - Force a color tint. It's probably better to leave this white. See also the color_mode parameter.
  • ground_albedo - Sky parameter, unused if there is no sky attached. Account for light reflected off an imaginary ground and scattered back in the sky. Default is (0.2, 0.2, 0.2).
  • horiz_illum - Sky parameter, unused if there is no sky attached. Specifies the intensity (in lx) of the illumination on horizontal surfaces coming from the sky if sky_model is 1 or 2.
  • sky_model - Sky parameter, unused if there is no sky attached. Selects the mathematical model approximating sky illumination. Values: 0=Preetham et al; 1=CIE Clear; 2=CIE Overcast; 3=Hosek et al.
  • up_vector - Set to (0.0, 1.0, 0.0) if your scene up-axis is +Y to have correct lighting.

Geometry plugins

Node

  • transform - World transformation applied to the geometry vertices which are defined in object space.
  • geometry - Reference to a geometry source plugin, such as GeomStaticMesh

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  • for example.
  • material - Reference to a material plugin. This should almost always be a MtlSingleBRDF.
  • visible - Set to false to disable the object. It will not be included in the raytracing intersection tree.

GeomStaticMesh

  • vertices
  • faces
  • normals
  • faceNormals
  • map_channels
  • map_channels_names
  • face_mtlIDs
  • dynamic_geometry

GeomStaticNURBS

  • cvs - List of lists of Vectors. Each inner lists contains the control vertices for one NURBS
  • weights - Lists of lists of floats with weights for each CV in the corresponding cvs list.
  • uKnots - List of floats with knot values in the U direction.
  • vKnots - List of floats with knot values in the V direction.
  • generateStatic - Set to true to generate explicit static triangles in memory instead of the implicit NURBS surface.

GeomStaticSmoothedMesh

  • mesh - The base mesh, usually a GeomStaticMesh.
  • static_subdiv - If set to true, the new generated triangles will be saved in the static rayserver tree. This will increase memory usage.
  • use_globals - Whether to use the global settings from SettingsDefaultDisplacement. Default is true.
  • view_dep - If use_globals is false, whether the amount of tesselation is view-dependent. The global default is true.
  • edge_length - If the view-dependent option is on (globally or locally), this is the target edge size to subdivide to in pixels. Otherwise it is in scene units.
  • max_subdivs - If use_globals is false, the maximum number of triangle subdivisions for this mesh.

GeomDisplacedMesh

  • mesh - The base mesh, usually a GeomStaticMesh.
  • static_displacement - If set to true, the new generated triangles will be saved in the static rayserver tree. This will increase memory usage.
  • use_globals - Whether to use the global settings from SettingsDefaultDisplacement. Default is true.
  • view_dep - If use_globals is false, whether the amount of tesselation is view-dependent. The global default is true.
  • edge_length - If the view-dependent option is on (globally or locally), this is the target edge size of the generated triangles in pixels. Otherwise it is in scene units.
  • max_subdivs - If use_globals is false, the maximum number of triangle subdivisions for one original triangle of this mesh.
    For the rest of the parameters refer to VRayDisplacementMod.
  • displacement_tex_color
  • displacement_tex_float
  • displacement_amount
  • displacement_shift
  • keep_continuity
  • map_channel
  • object_space_displacement
  • use_bounds
  • min_bound
  • max_bound
  • resolution
  • precision

GeomHair

  • TODO

GeomMeshFile

  • file - Path to the vrmesh or abc file to load.
  • object_path - When using Alembic, the starting object path string.

GeomParticleSystem

  • mesh - A mesh plugin to use for some types of instances, depending on render_type.
  • render_type - 3=multipoints; 4=multistreak; 6=points; 7=spheres; 8=sprites; 9=streak. The default is 7.
  • colors - ColorList with a color for each particle.
  • positions - VectorList with the particle positions.
  • velocities - VectorList with velocities for motion blur. The values are in world units per frame.
    For the rest of the parameters for particular particle types, check the parameter list as described in Debugging and help.

GeomStaticNURBS

GeomStaticSmoothedMesh

GeomDisplacedMesh

GeomHair

GeomMeshFile

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Material and BRDF plugins

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