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The VRayScannedMtl material applies material information gathered by the Chaos VRscans Scans system to an object. The VRscans system captures the appearance of an actual physical material sample, going beyond single-point BRDF capture to faithfully represent the textured appearance of a real-world surface using bidirectional texture function (BTF) approximation. The information is saved in a .vrscan file, which the VRayScannedMtl material then reads to reproduce the material in the rendering.

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With V-Ray 6, the Scanned Material doesn't require a separate render license to work correctly.

In However, for earlier V-Ray versions, the Scanned Material requires a separate render license to work correctly. Without a license, the material will render renders with a watermark, otherwise, it should be able to render the scenes.

The VRscans system and VRayScannedMtl material are intended as a solution for users who need to exactly match a given real-world sample.

The scanned material simply stores information about the way a physical material responds to light at individual points on the surface; it has no notion of components that extend across the surface such as diffuse or reflection qualities, or normal or bump maps. The scanned material is simply a faithful representation of how each point on the object responds to light. The .vrscan files tend to be quite large.

For more details on Chaos Scans, please see the Chaos Scans documentation.

 

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titleUI Path: ||Material Editor|| > Material/Map Browser > Materials > V-Ray > VRayScannedMtl

 

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Parameters

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File – The file name with the data for the scanned material; usually has a .vrscan extension.

Reload – Refreshes the .vrscan file loaded in the material.

Viewport UV borders – Displays the borders of the material tile in the viewport on the objects that have the material applied. This only works with the DirectX viewports.

Adjust UV tiling to an object – The .vrscan file stores information about the physical size of the scanned sample. By clicking on a point over a given object, the texture tiling is modified so that the texture is the correct size for the clicked point.

2-Sided – Forces the back-facing polygons to be shaded in the same way as the front-facing ones. When disabled, the back-facing polygons appear black. This can be useful for objects like curtains. Note that this option is always considered enabled when rendering transparent materials.

Detect Mapping Issues – Checks if the UV mapping has the necessary quality. Some scanned materials require very precise UV mapping. With this tool you can check the UV mapping before starting a lengthy render. 

Disable transparency – Disables transparency for materials that store such information. This can be useful for speeding up the rendering, especially when the transparency produces little or no effect.

Use triplanar mapping – Ignores the object's default UV mapping and assigns one with U and V axes parallel to the nearest object-space axes. 

Random offset – (becomes active when Use triplanar mapping is enabled) Randomizes the UV space offset. When rendering many instances using the same material, with this option enabled, you get variation of the look.

Random rotation – (becomes active when Use triplanar mapping is enabled) Randomizes the material rotation from one object to another. When rendering many instances using the same material, with this option enabled, you get variation of the look.

Effect ID – When the value is greater than -1, it overrides the Material ID. The material mask values specified this way, exceed in number the natively available in 3ds Max.

Tiling factor – Global multiplier for U and V coordinates. See the Tiling factor example below. Note that Tiling factor is not supported with V-Ray GPU and Chaos Cloud, yet.

Information – Displays some useful information contained in the .vrscan file, such as the actual material sample size.

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