Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.
Comment: removed TOC

This page provides an overview of the VRayPBRMtl and its parameters.

 

Page Contents

Table of Contents
maxLevel3
stylecircle

 

Overview

Section

 

 

 

Column
width50%
The VRayPBRMtl is a material that enables you to use the PBR workflow with V-Ray similar to that of Unreal. 

 

 

 

 

Column
width5%

 

Column
width45%

Image Removed

VRayPBRMtl Parameters



Overview

...

Section
Column
width50%
VRayPBRMtl enables you to use the PBR workflow with V-Ray, similar to the one in Unreal.
Column
width5%

Column
width45%

Image Added


UI Paths

...

You can create a VRayPBRMtl through the ||Content Browser|| > Add New > V-Ray > VRayPBRMtl or from ||Content Browser|| > Add New > V-Ray > VRay Material Instance > Parent Material > VRayPBRMtl .


Section
Column
width45%

||Content Browser|| > Add New > V-Ray > VRayPBRMtl

Image Added

Column
width5%


Column
width50%

||Content Browser|| > Add New > V-Ray > VRay Material Instance > Parent Material > VRayPBRMtl

Image Added














UI Text Box
typeinfo

In order to select   VRayPBRMtl as a Parent material you have to first make the plugin folder VRayForUnreal visible. Enable Show Engine Content and Show Plugin Content in the View Options of the Content Browser. Then the VRay Materials will be listed in the Parent dropdown menu.


Expand
titleClick here to expand for a screenshot...

Image Added

UI Text Box
sizemedium
typetip

 When  VRayPBRMtl is assigned as a Parent and you want to create a solid material with no refractive, transparent or translucent properties, change the Blend Mode in the Material Property Overrides to Opaque.


Expand
titleClick here to expand for a screenshot...

Image Added



Section
Column
width55%

To create a VRayPBRMtl you have to first make a V-Ray Material Instance material and then assign the VRayPBRMtl as a Parent material.

UI Text Box
typeinfo

In order to select    VRayPBRMtl as a Parent material you have to first make the plugin folder VRayForUnreal visible. Enable Show Engine Content and Show Plugin Content in the View Options of the Content Browser. Then the VRay Materials will be listed in the Parent dropdown menu.


Expand
titleClick here to expand for a screenshot...

Image Added

Column
width5%


Column
width40%

Image Added


Section
Column
width55%
UI Text Box
typewarning

For your materials to work properly at render time make sure your textures have a valid file path (Source File in the texture Details panel). V-Ray loads the textures from that directory during rendering. If the texture is not found at the specified location, V-Ray will automatically export the texture. You can then find it in your project folder > Content > Texture Cache.

Column
width5%


Column
width40%

Image Added


VRayPBRMtl Parameters

...

sectionsection
Section

BaseColor


Column
width50%

 BaseColorDefines the overall color of the material.

Fancy Bullets
typecirclenone
  • BaseColor – Specifies the base color of the material.

  • UseBaseColorTex – Enables the use of Texture for base color.

  • BaseColorTexAmount – Specifies the blend amount between BaseColorTex and BaseColor.

  • BaseColorTex – Specifies the base color Texture when UseBaseColorTex is enabled.

  • BaseColorTex_Channel – Specifies the UV channel index for the BaseColorTex.

  • BaseColorTex_OffsetU – Specifies the horizontal offset of the BaseColorTex.

  • BaseColorTex_OffsetV – Specifies the vertical offset of the BaseColorTex.

  • BaseColorTex_TileU – Specifies the horizontal repetition of the BaseColorTex.

  • BaseColorTex_TileV – Specifies the vertical repetition of the BaseColorTex.

  • BaseColorTex_Triplanar – Enables triplanar option for the BaseColorTex.

  • BaseColorTex_TriplanarBlend – Specifies the blend amount between the different Texture projections. Lower values produce sharper transitions between projections.

  • BaseColorTex_TriplanarScale – Adjusts the scale of the BaseColorTex when BaseColorTex_Triplanar is enabled.


Column
width25%
Image Added
Column
width25%45%

Image Removed

Image Added

Metallic=0; Specular=0.5; Roughness=0.5


...


Section

Metallic


Column
width50%

 MetallicControls how metal-like your surface will be. 

Fancy Bullets
typecircle
  • Metallic
  • UseMetallicTex
  • MetallicTexAmount
  • MetallicTex
  • MetallicTex_Channel
  • MetallicTex_OffsetU
  • MetallicTex_OffsetV
  • MetallicTex_TileU
  • MetallicTex_TileV
  • MetallicTex_Triplanar
  • MetallicTex_TriplanarBlend
  • MetallicTex_TriplanarScale
Column
width45%

Image Removed

none
  • Metallic – Specifies the metallic value for the material. Non-metals have Metallic values of 0, metals have Metallic values of 1.
  • UseMetallicTex – Enables the use of Texture for metallicness.
  • MetallicTexAmount – Specifies the blend amount between MetallicTex and Metallic.
  • MetallicTex – Specifies the metallic Texture when UseMetallicTex is enabled.
  • MetallicTex_Channel – Specifies the UV channel index for the MetallicTex.
  • MetallicTex_OffsetU – Specifies the horizontal offset of the MetallicTex.
  • MetallicTex_OffsetV – Specifies the vertical offset of the MetallicTex.
  • MetallicTex_TileU – Specifies the horizontal repetition of the MetallicTex.
  • MetallicTex_TileV – Specifies the vertical repetition of the MetallicTex.
  • MetallicTex_Triplanar – Enables triplanar option for the MetallicTex.
  • MetallicTex_TriplanarBlend – Specifies the blend amount between the different Texture projections. Lower values produce sharper transitions between projections.
  • MetallicTex_TriplanarScale – Adjusts the scale of the MetallicTex when MetallicTex_Triplanar is enabled.


Column
width25%

Image Added

Column
width25%

Image Added

BaseColor=0.65,0.42,0.04;  Specular=0.5; Roughness=0



...


section
Section

Specular


Column
width50%

Specifies the current amount of specularity on non-metallic surfaces. It has no effect on metals.  

Section
Column
width50%

 Specular

Fancy Bullets
typecirclenone
  • Specular – Specifies the specular value.
  • UseSpecularTex – Enables the use of Texture for specular.
  • SpecularTexAmount – Specifies the blend amount betweenSpecularTex and Specular.
  • SpecularTex – Specifies the specular Texture when UseSpecularTex is enabled.
  • SpecularTex_Channel – Specifies the UV channel index for the SpecularTex.
  • SpecularTex_OffsetU – Specifies the horizontal offset of the SpecularTex.
  • SpecularTex_OffsetV – Specifies the vertical offset of the SpecularTex.
  • SpecularTex_TileU – Specifies the horizontal repetition of the SpecularTex.
  • SpecularTex_TileV – Specifies the vertical repetition of the SpecularTex.
  • SpecularTex_Triplanar – Enables triplanar option for the SpecularTex.
  • SpecularTex_TriplanarBlend – Specifies the blend amount between the different Texture projections. Lower values produce sharper transitions between projections.
  • SpecularTex_TriplanarScale – Adjusts the scale of the SpecularTex when SpecularTex_Triplanar is enabled.


Column
width25%

Image Added

Column
width25%45%

Image Removed

Image Added

BaseColor=0.65,0.42,0.04;  Metallic=0; Roughness=0



...


Section

Roughness


Column
width50%

Specifies the roughness properties of the material surface. A rough material will scatter reflected light in more directions than a smooth material. Roughness

Fancy Bullets
typecircle
  • Roughness
  • UseRoughnessTex
  • RoughnessTexAmount
  • RoughnessTex
  • RoughnessTex_Channel
  • RoughnessTex_OffsetU
  • RoughnessTex_OffsetV
  • RoughnessTex_TileU
  • RoughnessTex_TileV
  • RoughnessTex_Triplanar
  • RoughnessTex_TriplanarBlend
  • RoughnessTex_TriplanarScale
Column
width45%

Image Removed

none
  • Roughness – Controls how rough is the surface. Roughness of 0 (smooth) is a mirror reflection and roughness of 1 (rough) is completely matte or diffuse.
  • UseRoughnessTex – Enables the use of Texture for roughness.
  • RoughnessTexAmount – Specifies the blend amount between RoughnessTex and Roughness.
  • RoughnessTex – Specifies the roughness Texture when UseRoughnessTex is enabled.
  • RoughnessTex_Channel – Specifies the  UV channel index for the RoughnessTex.
  • RoughnessTex_OffsetU – Specifies the horizontal offset of the RoughnessTex.
  • RoughnessTex_OffsetV – Specifies the vertical offset of the RoughnessTex.
  • RoughnessTex_TileU – Specifies the horizontal repetition of the RoughnessTex.
  • RoughnessTex_TileV – Specifies the vertical repetition of the RoughnessTex.
  • RoughnessTex_Triplanar – Enables triplanar option for the RoughnessTex.
  • RoughnessTex_TriplanarBlend – Specifies the blend amount between the different Texture projections. Lower values produce sharper transitions between projections.
  • RoughnessTex_TriplanarScale – Adjusts the scale of the RoughnessTex when RoughnessTex_Triplanar is enabled.


Column
width25%

Image Added

Column
width25%

Image Added

BaseColor=0.65,0.42,0.04;  Metallic=1;



...


section
Section

EmissiveColor


Column
width50%

 EmissiveColorSpecifies the emissive properties of the material. 

Fancy Bullets
typecirclenone
  • EmisiveColor – Controls the emission of the surface.
  • UseEmissiveColorTex – Enables the use of Texture for emission.
  • EmissiveColorTexAmount – Specifies the blend amount between EmissiveColorTex and EmissiveColor.
  • EmissiveColorTex – Specifies the emissive Texture when UseEmissiveColorTex is enabled.
  • EmissiveColorTex_Channel – Specifies the UV channel index for the EmissiveColorTex.
  • EmissiveColorTex_OffsetU – Specifies the horizontal offset of the EmissiveColorTex.
  • EmissiveColorTex_OffsetV – Specifies the vertical offset of the EmissiveColorTex.
  • EmissiveColorTex_TileU – Specifies the horizontal repetition of the EmissiveColorTex.
  • EmissiveColorTex_TileV – Specifies the vertical repetition of the EmissiveColorTex.
  • EmissiveColorTex_Triplanar – Enables triplanar option for the EmissiveColorTex.
  • EmissiveColorTex_TriplanarBlend – Specifies the blend amount between the different Texture projections. Lower values produce sharper transitions between projections.
  • EmissiveColorTex_TriplanarScale – Adjusts the scale of the EmissiveColorTex when EmissiveColorTex_Triplanar is enabled.


Column
width25%

Image Added

Column
width25%45%

Image Added

BaseColor=0.65,0.42,0.04; Specular=0.5; Metallic=0; Roughness=1

Image Removed



...


Section

Opacity


Column
width50%

Specifies the opacity of the material. Opacity

Fancy Bullets
typecirclenone
  • Opacity – Specifies the amount of opacity. Any value below one will enable refraction.

  • UseOpacityTex – Enables the use of Texture for opacity.

  • OpacityTexAmount – Specifies the blend amount between OpacityTex and Opacity.

  • OpacityTex – Specifies the opacity Texture when UseOpacityTex is enabled.

  • OpacityTex_AlphaFromIntensity – When enabled opacity will be set from the RGB intensity of the OpacityTex. When disabled opacity will be set from the alpha channel of the OpacityTex.

  • OpacityTex_Channel – Specifies the UV channel index for the OpacityTex.

  • OpacityTex_OffsetU – Specifies the horizontal offset of the OpacityTex.

  • OpacityTex_OffsetV – Specifies the vertical offset of the OpacityTex.

  • OpacityTex_TileU – Specifies the horizontal repetition of the OpacityTex.

  • OpacityTex_TileV – Specifies the vertical repetition of the OpacityTex.

  • OpacityTex_Triplanar – Enables triplanar option for the OpacityTex.

  • OpacityTex_TriplanarBlend – Specifies the blend amount between the different Texture projections. Lower values produce sharper transitions between projections.

  • OpacityTex_TriplanarScale – Adjusts the scale of the OpacityTex when OpacityTex_Triplanar is enabled.


Column
width25%

Image Added

Column
width45%

Image Removed

25%

Image Added

BaseColor=0.65,0.42,0.04; Metallic=0; Specular=0.5; Roughness=0.5

UI Text Box
sizemedium
typetip
To use it you must also set the Blend Mode in the Material Property Overridesto Translucent or Alpha Composite.


...


section
Section

NormalTex


Column
width50%

 NormalTexSpecifies the normal bump to the material.

Fancy Bullets
typecirclenone
  • UseNormalTex – Enables the use of Texture for normal bump.

  • NormalTexAmount – Specifies the normal bump amount.

  • NormalTex – Specifies the normal Texture when UseNormalTex is enabled.

  • NormalTex_Channel – Specifies the UV channel index for the NormalTex.

  • NormalTex_OffsetU – Specifies the horizontal offset of the NormalTex.

  • NormalTex_OffsetV – Specifies the vertical offset of the NormalTex.

  • NormalTex_TileU – Specifies the horizontal repetition of the NormalTex.

  • NormalTex_TileV – Specifies the vertical repetition of the NormalTex.

  • NormalTex_Triplanar – Enables triplanar option for the NormalTex.

  • NormalTex_TriplanarBlend – Specifies the blend amount between the different Texture projections. Lower values produce sharper transitions between projections.

  • NormalTex_TriplanarScale – Adjusts the scale of the NormalTex when NormalTex_Triplanar is enabled.


Column
width25%

Image Added

Column
width45%

Image Removed

25%

Image Added

BaseColor=0.65,0.42,0.04; Metallic=1; Roughness=0.2



...


section
Section

BumpTex


Column
width50%

Specifies the bump properties to the material. BumpTex

Fancy Bullets
typecirclenone
  • UseBumpTex – Enables the use of Texture for bump.

  • BumpTexAmount – Specifies the bump amount.

  • BumpTex – Specifies the bump Texture when UseBumpTex is enabled.

  • BumpTex_Channel – Specifies the UV channel index for the BumpTex.

  • BumpTex_OffsetU – Specifies the horizontal offset of the BumpTex.

  • BumpTex_OffsetV – Specifies the vertical offset of the BumpTex.

  • BumpTex_TileU – Specifies the horizontal repetition of the BumpTex.

  • BumpTex_TileV – Specifies the vertical repetition of the BumpTex.

  • BumpTex_Triplanar – Enables triplanar option for the BumpTex.

  • BumpTex_TriplanarBlend – Specifies the blend amount between the different Texture projections. Lower values produce sharper transitions between projections.

  • BumpTex_TriplanarScale – Adjusts the scale of the BumpTex when BumpTex_Triplanar is enabled.


Column
width45%25%
Image Added
Column
width25%

Image Added

BaseColor=0.65,0.42,0.04; Metallic=1; Roughness=0.2

Image Removed