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  • BRDFVRayMtl - The one BRDF plugin to rule them all. Combines all of the following except Cook-Torrance (not all at the same time - you choose a type). This is the preferred choice for most cases.

  • BRDFBlinn - The Blinn BRDF model for glossy highlights. See Wikipedia article and VRayMtl#BRDF.
  • BRDFCookTorrance - The Cook-Torrance BRDF model for glossy highlights. See Wikipedia.
  • BRDFGGX - The new GGX (microfacet GTR) BRDF model for glossy highlights.
  • BRDFPhong - The Phong BRDF model for glossy highlights. See Wikipedia article.
  • BRDFWard - The Ward BRDF model for glossy highlights. See Wikipedia.
  • BRDFDiffuse - A basic diffuse BRDF.
  • BRDFGlass - A basic refractive BRDF.
  • BRDFGlassGlossy - An extension of BRDFGlass that enables glossy refraction, meaning that rays with equal incoming angle refract at slightly different angles.
  • BRDFLight - Self-illumination BRDF. Consider using LightMesh instead.
  • BRDFMirror - A basic specular reflection BRDF.

  • BRDFLayered - A weighted combination of any number of BRDF plugins. (This is also known as Blend material in the UI of V-Ray for 3dsMax and Maya.)

Some BRDFs simulating specific real world materials:

  • BRDFCarPaint - Simulation of metallic paint with base color, random metallic flakes and a coating layer.
  • BRDFFlakes - Only the flake part of the car paint BRDF.
  • BRDFHair3 - A BRDF optimized for hair. Use with GeomHair.
  • BRDFLayered - A weighted combination of any number of BRDF plugins. (This is also known as Blend material in the UI of V-Ray for 3dsMax and Maya.)
  • BRDFSSS2 - Subsurface scattering for materials like wax, milk, resin, marble, etc. Use BRDFSkinComplex instead for skin.
  • BRDFSSS2Complex - SSS with even more parameters.
  • BRDFScanned - This loads a real world material sample scanned to a file by our custom hardware. Email us for details.
  • BRDFSkinComplex - A skin-specific SSS plugin.
  • BRDFStochasticFlakes - A new plugin for randomly generated tiny sparkly particles. This produces a glittery material like ones found on some clothing and footwear.

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5.2. Textures and UVW generators

The BRDFs (and some lights) have many Color, AColor and Float parameter slots that can be textured. You will usually just load texture files, but V-Ray also offers many procedural textures, as well as texture plugins that serve as modifiers (i.e. apply some simple function, combine textures, extract data from one of the channels etc.). There are over 200 hundred texture plugins, so we will only look at the most important ones. Many of the plugins are made for specific host applications. Apart from the texture data itself, V-Ray uses UVW generator plugins to generate UVW mapping coordinates or modify the original data from the geometry source. Using a UVWGen plugin is not obligatory.

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Textures that modify and combine colors:

  • Tex

Some procedural textures:

  • TexAColorOp - One of the most used combination plugins. It has two input AColor textures, two optional multiplier textures, an optional separate alpha channel input texture and a lot of output textures: sum, difference, product, division, min, max, intensity, power and single color channel outputs.
  • TexBlend - Blend two input AColor textures using another float texture for weighting (or a constant value, of course).
  • TexClamp - Clamp an input texture between some min and max values.
  • TexCondition - Switch between two AColor textures depending on some type of comparison between two float textures.

Some procedural textures:

  • TexChecker - A checkerboard pattern. The two alternating colors are also texturable.
  • TexCloth - A weaved cloth pattern (as the one in Autodesk Maya)
  • TexCellular - Procedural cellular noise pattern. Different types of cells are supported, including fractal.
  • TexCurvature - A value proportional to local curvature at shading point.
  • TexDirt - An ambient occlusion effect around concave edges and dents in the geometry (with an inversion option).
  • TexDistance
  • TexEdges

  • TexFalloff

    Tex

Finally, the UVW generators:

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