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The Car Paint 2 material simulates a metallic car paint. It is a complex material with three layers: a base diffuse layer, a flake layer and clear coat layer. The material allows the adjustment of each of these layers separately.

The new Car Paint 2 material's advantage is that it uses GGX BRDF type and offers base glossiness tail falloff option.

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UI Paths

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||V-Ray Asset Editor|| > Materials (right-click) > Car Paint 2

||V-Ray Asset Editor|| > Create Asset (left-click) > Materials Car Paint 2



UI Options

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The Car Paint 2 material settings are organized in Basic and Advanced modes. You can switch the mode from the toggle button under the Preview Swatch or globally from the Configuration rollout of the Settings tab.

From the Add Attribute button,you can select additional attributes that can add up to the appearance of the material. For more information, see theAdd Attribute section.

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Holding down Ctrl while having the Add Attribute or Add Layer menu open, allows selecting multiple entries without closing the dropdown.

The context menu of the Color slot provides options to Copy and Paste, as well as to Reset the color.

A Reset option is provided in the context menu of each Number Slider.

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Parameters

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Some parameters are available only in Advanced mode.


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Base

Color – Specifies the diffuse/reflection color for the base layer.

Reflection – Controls the reflectivity of the base layer. The reflection color itself is the same as the Base color.

Glossiness – Controls reflection glossiness for the base layer.

Tail Falloff – Controls the transition from highlighted areas to non-highlighted areas. Higher values make the transition sharper, while lower values make the transition more diffuse.



Base Bump

Mode/Map – Specifies the type of bump map or normal map to apply to the base layer if a map file is specified.

Bump Map – A height map should be used.

Normal Map – RGB normal map should be used. Note that in most cases the normal map bitmap color space should be set to Linear to ensure correct results.

Local Space Bump – A height map should be used. Unlike the standard Bump mode, in this case the height is not measured in scene units. It is only determined by the raw texture values. Scaling objects will not affect the local space effect. This option has to be selected for the round edges effect (Edges texture used as bump).

Amount – A multiplier for the bump/normal effect.

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ID Number – ID Number is used to isolate objects with this same material as an R/G/B mask in the MultiMatte render element.

ID Color – Color is used to isolate objects with this same material as a mask with the specified color in the Material ID render element.

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Viewport Display

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Binding – Enables connection/binding between V-Ray and the corresponding base application material.

Texture – Selected Bitmap texture is displayed in the viewport and it overrides all other material parameters. The viewport texture does not affect the way the material is rendered with V-Ray. It is mainly used for preview purposes. Keep in mind that procedural textures are not shown in the viewport, however, any Bitmap textures, including ones nested in procedurals, will be automatically displayed.

Disabling this parameter allows changing the base app material texture without affecting the V-Ray material.

Viewport Texture – The selected texture is displayed in the viewport.

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Override Control

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Can be Overridden – When enabled, the material can be overridden by the Material Override option in the Settings.



Attributes

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The Attributes available for the Car Paint 2 material are as follows.

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Attributes
Attributes
For more information on Attributes, see the Attributes section of the Materials page. 


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Outline

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The Outline attribute is available only when the engine is set to CPU. It is currently not supported for GPU.

Line Color – Specifies the color of the outlines.

Opacity – Specifies the opacity of the outlines.

Normal Threshold – Determines when lines will be created for parts of the same object with varying surface normals (e.g. at the inside edges of a box). A value of 0.0 means that only 90 degrees or larger angles generate internal lines. Higher values mean that smoother transitions between face normals can also generate a line. Setting this value to 1.0 fills curved objects completely.

Overlap Threshold – Determines when outlines will be created for overlapping parts of the one and the same object . Lower values reduce the internal overlapping lines, while higher values produce more overlap lines. Setting this value to 1.0 fills curved objects completely.

Width – Specifies the width of the outlines.

Inner Line Control – Enables a separate control for the inner edges.

Inner Line Color – Specifies the color of the inner lines

Inner Width – Specifies the width of the inner lines.

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Some of the global parameters have an effect on all materials with Outline attribute. These parameters are Width Type, Trace Bias, No Inner Edges, Visible in Secondary, and Compensate EV.

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Outline Attribute
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Raytrace Properties

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Visible to Camera – When enabled, makes objects using this material visible to the camera.

Visible to Reflections – When enabled, this option makes objects using this material visible for to Reflection rays.

Visible to Refractions – When enabled, this option makes objects using this material visible for the Refraction rays.

Cast Shadows – When disabled, all objects with this material applied do not cast shadows.

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Material ID

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ID Number – Isolates objects as an R/G/B mask in the MultiMatte render elements.

ID Color – Allows you to specify a color to represent this material in the Material ID VFB render element. 

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Each material is assigned with an automatically generated ID Color.

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