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Trace Reflections – Check – Check in this option to enable reflections for the material.

Max depth – The number of times a ray can be reflected. Scenes with lots of reflective and refractive surfaces may require higher values to look correct.

Dim distance On – Enables the Dim distance parameter which allows you to stop tracing reflection rays after a certain distance.

Dim distance – Specifies a distance after which the reflection rays will not be traced.

Dim fall off – A fall off radius for the dim distance.

Reflect On Back Side – When disabled, V-Ray calculates reflections for the front side of objects only. Enable it to make V-Ray calculate the reflections for the back sides of objects too.

Affect Channels – Allows the user to specify which channels are going to be affected by the reflectivity of the material.

Color Only – The reflectivity affects only the RGB channel of the final render.
Color+alpha – Causes the material to transmit the alpha of the reflected objects, instead of displaying an opaque alpha.
All channels – All channels and render elements are affected by the reflectivity of the material.

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When selecting the Affect All channels option, be aware that the information of the respective component affects all render elements, therefore the Back to Beauty composition will not match the RGB result from the renderer.

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Trace Refractions – Enables – Enables refractions for the current material.

Max depth – The number of times a ray can be refracted. Scenes with lots of refractive and reflective surfaces may require higher values to look correct.

Affect Channels – Allows the user to specify which channels are going to be affected by the transparency of the material.

Color Only – The transparency will affect only the RGB channel of the final render.
Color+alpha – This causes the material to transmit the alpha of the refracted objects, instead of displaying an opaque alpha. 
All channels – All channels and render elements are affected by the transparency of the material.

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When selecting the Affect All channels option, be aware that the information of the respective component affects all render elements, therefore the Back to Beauty composition will not match the RGB result from the renderer.

Dispersion – Enables the calculation of true light wavelength dispersion.

Dispersion Abbe – Allows the user to increase or decrease the dispersion effect. Lowering it widens the dispersion and vice versa. 

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Cutoff Threshold – A threshold below which reflections/refractions are not traced. V-Ray tries to estimate the contribution of reflections/refractions to the image, and if it is below this threshold, these effects are not computed. Do not set this to 0.0 as it may cause excessively long render times in some cases. This parameter is not available when the renderer is set to CUDAV-Ray GPU.

Double-sided – When enabled, V-Ray also shades the back-facing surfaces with this material. Otherwise, the lighting on the outer side of the material is always computed. This can be used to achieve a fake translucent effect for thin objects like paper.

Use Irradiance Map – When enabled, the irradiance map is used to approximate diffuse indirect illumination for the material. If this is off, Brute Force GI is used, in which case the quality of the Brute Force GI is determined by the Subdivs parameter of the Irradiance Map. You can use this for objects in the scene which have small details and are not approximated very well by the Irradiance Map.

Fix dark edges – When enabled, fixes dark edges that sometimes appear on objects with glossy materials.

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Toon Edges Override

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This rollout gives you the option to override the VRayToon effect. Note that controlling the parameters works only if the object has assigned VRayToon node in combination with VRayToonMtl.

 

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Enabled – Enables the Toon Edges Override effect. See the Toon Edges Override example below.

Toon Edge Priority – The Toon Edge Priority is taken into consideration when two edges overlap. If the two objects come with the same priority, for each part of the edge overlapping the object, V-Ray looks into the edge's corresponding settings. However, if any of the objects has its priority set higher, the whole edge is drawn with its settings. All materials other than VRayToonMtl have their priority set to 0.

Line Color – The color of the outlines.

Line Width Multiplier – Scales the global toon effect line width multiplying it with a value from the range of 0 to 1. A value of 0 removes the outlines and a value of 1 renders the original line width specified in the VRayToon. You can connect a texture map here to control the line width.

Inner Line Control – Enable this option to get control over the inner edges.

Inner Line Color – The color of the inner edges' outlines. A texture map can be connected to this parameter.

Inner Line Width Multiplier – Scales the global width of the inner edges' outlines multiplying it with a value from the range of 0 to 1. A texture map can be connected to this parameter.

Outer Overlap Threshold – Determines when outlines are created for overlapping parts of one and the same object. Lower values reduce the outer overlapping lines, while higher values produce more overlap outer lines.

Normal Threshold – Determines at what point lines are created for parts of the same object with varying surface normals (for example, at the inside edges of a box). Lower values mean that only sharper normals generate an edge, while a value of 0.5 means that 90 degrees or larger angles generate internal lines. Higher values mean that smoother normals can also generate an edge. Don't set this value to pure 1.0 as this fills curved objects completely.

Overlap Threshold  – Determines when outlines are created for overlapping parts of one and the same object. Lower values reduce the internal overlapping lines, while higher values produce more overlap lines. Don't set this value to pure 1.0 as this fills curved objects completely.

Mask Color Threshold – Sets a threshold for the mask color. The range is between a value of 0, where there are no outlines created and 1 where there are many outlines created.

Mask Color – Uses a texture as a mask creating more outlines depending on the Mask Color Threshold value. 

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