Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Section
Column
width60%

The Generic V-Ray material's preset Emissive is generally used for producing self-illuminated surfaces.

Column
width5%

 

Column
width35%

 

 

UI Path

...

||V-Ray Asset Editor|| > Materials (right-click) > Emissive

||V-Ray Asset Editor|| > Materials (left-click) > Emissive


UI Options

...

Section
Column
width60%

The Emissive 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 the Attributes section.

An Add Layer button is provided for some V-Ray materials, including Emissive. You can select an additional layer that can add up to the appearance of the material. For more information, see theLayers section on Materials page.

The Emissive material itself can be created by adding Emissive layer.

UI Text Box
typetip
Holding down Ctrl (or Cmd on macOS) 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. You can reset the slider value to the default one.

Column
width5%
 
Column
width35%

...

Section
Column
width60%

Some options are available only in Advanced mode.

Color – Specifies the color of the light. A texture can be specified as well. For more information, see the Textures example below.

Intensity – Controls the strength of the light.

Transparency – Specifies the color that is transparent. A texture can be specified as well.

Emit On Back Side – When enabled, the object emits light from its back side as well. When disabled, only the front side emits light, and the material renders as black on the back sides. For more information, see the Higher Multiplier/2-Sided On and Off example below. 

Compensate EV – Used when rendering with the V-Ray Physical Camera. When enabled, the intensity of the material is adjusted to compensate for the camera exposure.

Color *Opacity – When enabled, the color of the light material is multiplied by the opacity texture. Otherwise, the color and opacity act independently (so-called additive transparency).

Column
width5%

 

Column
width35%

 

 

Multipliers

...

Section
Column
width60%

This rollout is available only in Advanced mode.

Mode – Specifies one of the following methods for adjusting textures.

Multiply – Multipliers can be specified to adjust colors and textures.
Blend Amount – Blend amounts can be specified to adjust colors and textures.

Color – Controls the intensity of the Emissive Color (light color). See the Default Color and Multiplier Values example

Intensity – Controls the strength of the light.

Transparency – Controls the intensity of the Transparency Color, which determines the color that is transparent.

Column
width5%

 

Column
width35%

...

Section
bordertrue
Column
width30%
 
Column
width40%
Image slider
Panel
borderStylenone

Color value: 5.0
GI on
Emit on Back Side off

Now you can notice that increasing the Color value has influenced visibly the scene (shadows also appear).

Panel
borderStylenone

Color value: 5.0
GI on
Emit on Back Side on

Scene starting to gather more light because of the 2-sided - on.

Panel
borderStylenone

Color value: 15.0
GI on
Emit on Back Side off

As you see the back is still dark, but You can already notice the blue wall receiving some GI, due to higher Color value. Shadows also appear more defined.

Panel
borderStylenone

Color value: 15.0
GI on
Emit on Back Side on

Scene starting to gather more light because of the 2-sided - on.

Column
width30%

 

 

 

Binding

...

Section
Column
width50%

BindingEnables connection/binding between V-Ray and the corresponding base application material.

Color – Enables color binding. Changing the V-Ray material color changes the corresponding base application material color and vise versa.

Opacity – Enables opacity/ transparency binding. Changing the SketchUp material transparency, however, does not change the V-Ray material. Instead, it disables the Opacity binding.

Texture Mode – Enables texture binding. Changing the V-Ray material texture changes the corresponding base application material texture and vise versa. 

Auto – By default binds the Diffuse texture to the base app material. 
Texture Helper – Allows the use of a helper texture as a base application material map. The same helper is used if the binded texture is a procedural map. This is useful if every time you have to set texture placement for a map that can't be displayed accurately in the base app. 
Custom – Allows the use of a custom texture as base application material map.

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

 

UI Text Box
typeinfo

If a Emissive material contains multiple layers, only the top-most one is regarded in Auto binding mode.

Column
width5%

 

Column
width45%

 

 

Override Control

...

 

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

...

Expand
titleMaterial ID

Material ID


 

Section
Column
width60%

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. 

UI Text Box
typeinfo

Each material is assigned with an automatically generated ID Color.

Column
width5%

 

Column
width35%

 

 

Notes

...

Fancy Bullets
typecircle
  • You can use the BRDFLight as a light source assigned to an object. Increasing the Value of the color affects the GI solution and produces more light. Note that overbright colors may look the same as pure white but the GI results is different.
  • If you know the photometric power of a self-illuminated object in lumens (e.g. 1700 lm for a 100-watt bulb) you can calculate the multiplier for BRDFLight if you divide the lumens by the surface area of the object in meters, provided that the self-illuminated color is pure white.
  • The direct illumination options currently only work properly if the BRDFLight material is the only material applied on the object. They will not work if the material is part of a complex material like a VRayBlendMtl material. This restriction will probably be removed in a future release.
  • The 2D mapping (landscape)  method only supports one UV mapping channel.
  1. Anchor
    1
    1
    – Calculated in the default SketchUp unit - inches.