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This page provides information about the Generic material in V-Ray for Rhino.
Overview
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UI Paths
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||V-Ray Asset Editor|| > Materials (right-click) > Generic
||V-Ray Asset Editor|| > Create Asset (left-click) > Materials > Generic
UI Options
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V-Ray Mtl
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Example: The Roughness Parameter
This example demonstrates the effect of the Roughness parameter. Note how, as the Roughness increases, the materials appears more "flat" and dusty.
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Reflection
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Anisotropy
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Example: The Anisotropy and Rotation Parameters
This example demonstrates the effect of the Anisotropy and Rotation parameters, which determines the shape of the highlight. For the examples below the Type was set to Microfacet GTR (GGX).
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Example: The Fresnel Option
This example demonstrates the effect of the Fresnel option. Note how the strength of the reflection varies with the IOR of the material. For this example, the Reflection color is pure white (255, 255, 255).
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Refraction
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Dispersion
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Fog Scattering
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Fog Scattering2 – Enables fog scattering.
Type – Selects the algorithm for calculating fog scattering (also called sub-surface scattering). Note that Refraction must be enabled and the refraction fog color should be different from white for this effect to be visible.
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Back-side Color – Normally the color of the subsurface scattering effect depends on the Fog color. This parameter allows you to additionally tint the SSS effect.
Scatter Coeff – The amount of scattering inside the object. 0.0 means rays are scattered in all directions; 1.0 means a ray cannot change its direction inside the sub-surface volume.
Fwd/back Coeff – Controls the direction of scattering for a ray. 0.0 means a ray can only go forward (away from the surface, inside the object); 0.5 means that a ray has an equal chance of going forward or backward; 1.0 means a ray is scattered backward (towards the surface, to the outside of the object).
Thickness – Limits the rays that are traced below the surface. This is useful if you do not want or don't need to trace the whole sub-surface volume.
Light Multiplier – Multiplies the translucent effect.
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Example: The Fog Multiplier Parameter
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Example: The Refraction IOR ParameterThis example demonstrates the effect of the Refraction IOR parameter. Note how light bends more as the IOR deviates from 1.0. When the index of refraction (IOR) is 1.0, the render produces a transparent object. Note however, that in the case of transparent objects, it might be better to assign an opacity map to the material, rather than use refraction.
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Example: The Refraction Glossiness Parameter
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Example: The Refraction Depth ParameterThis example shows the effect of the Refraction depth parameter. Note how too low of a refraction depth produces incorrect results and areas with total internal reflection are also affected by the Reflection depth.
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Example: Dispersion
This example demonstrates the Dispersion capabilities of the V-Ray material and the effect of the Abbe parameter.
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Coat
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Coat Bump
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Opacity
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Bump
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Multipliers
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Binding
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Override Control
Can be Overridden – When enabled, the material can be overridden by the Material Override option in the Settings.
Attributes
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Translucency
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title | Displacement |
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Dispacement
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Displacement1 – Enables or disables the displacement effect.
Mode/ Map – Specifies the mode in which the displacement is rendered.
2D Displacement – Bases the displacement on a texture map that is known in advanced. The displaced surface is rendered as a warped height-field based on that texture map. The actual raytracing of the displaced surface is done in texture space and the result is mapped back into 3D space. The advantage of this method is that it preserves all details in the displacement map. However, it requires the object to have valid texture coordinates. You cannot use this method for 3d procedural textures or other textures that use object or world coordinates. The parameter can take any values.
Normal Displacement – Takes the original surface geometry and subdivides its triangles into smaller sub-triangles, which then are displaced.
Amount – The amount of displacement. A value of 0.0 means the object appears unchanged. Higher values produce a greater displacement effect. This parameter can also take a negative value, in which case the displacement pushes geometry inside the object.
Shift – Specifies a constant, which is added to the displacement map values, effectively shifting the displaced surface up and down along the normals. This can be either positive or negative.
Keep continuity – When enabled, tries to produce a connected surface, without splits, when there are faces from different smoothing groups and/or material IDs. Note that using material IDs is not a very good way to combine displacement maps since V-Ray cannot always guarantee the surface continuity. Use other methods (vertex colors, masks etc.) to blend different displacement maps.
Resolution – This option is available when the Mode/Map is 2D Displacement. It determines the resolution of the displacement texture used by V-Ray. If the texture is a bitmap, it is recommended to match this resolution to the size of the bitmap. For procedural 2D maps, the resolution is determined by the desired quality and detail in the displacement. Note that V-Ray also automatically generates a normal map based on the displacement map in order to compensate for details not captured by the actual displaced surface.
View dependent – When enabled, Edge length determines the maximum length of a subtriangle edge in pixels. A value of 1.0 means that the longest edge of each subtriangle is about one pixel long when projected on the screen. When disabled, Edge length is the maximum sub-triangle edge length in world units.
Edge length – Determines the quality of the displacement. Each triangle of the original mesh is subdivided into a number of subtriangles. More subtriangles mean more detail in the displacement, slower rendering times and more RAM usage. Less subtriangles mean less detail, faster rendering and less RAM. The meaning of Edge length depends on the View dependent parameter. The slider's minimum range is set to 0.4. Using lower values is still possible by manually typing them in the input box but it may cause significant render delay.
Attributes
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The attributes available for the Generic material are as follows.
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Translucency
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Bump
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Outline
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Displacement
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Raytrace Properties
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Override
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Material ID
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Layers
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The Layers available for the Generic material are as follows.
VRay Mtl
Emissive
Diffuse Coat
Reflective Coat
Flakes 2
Stochastic Flakes
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Anchor notes notes
Notes
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Max subdivs – Controls the maximum sub-triangles generated from any triangle of the original mesh when displacement is enabled. The value is in fact the square root of the maximum number of subtriangles. For example, a value of 256 means that at most 256 x 256 = 65536 subtriangles will be generated for any given original triangle. It is not a good idea to keep this value very high. If you need to use higher values, it will be better to tessellate the original mesh itself into smaller triangles instead. The actual subdivisions for a triangle are rounded up to the nearest power of two (this makes it easier to avoid gaps because of different tessellation on neighboring triangles).
Water Level – Clips the surface geometry in places where the displacement map value is below the specified threshold. This can be used for clip mapping a displacement map value below which geometry will be clipped.
Level Height – Value below which the geometry is clipped.
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Materials need to be applied to objects (groups/components) to have working displacement. If various materials are applied to different faces of an object, the displacement from the top-level (group/component) material will be used on all of them. Normal Displacement will take into account the texture size of each different face material, while 2D Displacement will ignore them. |
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title | Raytrace Properties |
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Raytrace Properties
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title | Override |
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Override
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Material ID
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The Highlight Glossiness parameter is a legacy plugin. It is migrated from previous versions; however, if it is disabled, the row is hidden and its value is set to 1.
Use the VRayMtl/VRayBRDF whenever possible in your scenes. This material is specifically optimized for V-Ray and often GI and lighting is computed much faster for V-Ray materials than for standard materials. Many V-Ray features (e.g. light cache, render elements ) are guaranteed to work properly only with VRayMtl and other V-Ray compliant materials.
VRayMtl can produce reflections/refractions for matte objects - see Wrapper.
The 2D mapping method will ignore the Tiling parameters specified in the textures themselves.
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Coat Amount – Specifies how opaque or transparent the material is. A texture map can be assigned to this channel.
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