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Base material – Specifies the base material over which other materials are layered. If this is not specified, the base material will be assumed to be a perfectly transparent material.

Coat materials – Specifies materials to use as coatings.

Blend amount – This color specifies how much of the final result is contributed by the corresponding coating material, and the rest of the materials below it. If the Blend amount is white, the final result is comprised of the coat material only, and other materials below it are blocked. If the Blend amount is black, a coat material has no effect on the final result. This parameter can also be controlled by a texture map.

Additive (shallac) mode – When enabled, VRayBlendMtl behaves like a multi-layered Shellac material. Note that this would often result in a physically incorrect material (e.g. a material that reflects more light than falls on it). It is not recommended to use this option unless you know what you are doing.

Additive displacement – When enabled, each coat material's displacement adds up to the previous one.

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Notes

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  • VRayBlendMtl is specifically designed for the V-Ray shading API and can only support V-Ray compatible materials (VRayMtl, VRayFastSSS, etc.). Additional V-Ray compatible materials can be developed with the V-Ray Shading SDK.
  • If any of the Coat materials is a VRayMtl with Fog color other than white, it will be ignored. Fog color will be considered only for the Base material.
  • The proper way to access the coat materials and their respective properties is through the array parameters: .coatMtl, .blend, .texmap_blend, .texmap_blend_multiplier (texmap_blend_mult). The others are read-only parameters accessors.