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GLSL


This node can be used to load GLSL shaders (.frag, .glsl files), V-Ray precompiled fragment shaders (.pfrag files) and render them directly with V-Ray.  

 

See the V-Ray GLSL page for more detailed description of the language and examples.

This node is the first stage of the V-Ray implementation of GLSL support. In this version, the shaders are compiled to byte code for a software virtual machine, which is then interpreted. Due to this run-time interpretation, GLSL shaders can be somewhat slower to render than V-Ray shaders written in C++. In future builds of V-Ray, shaders will be directly compiled to machine code for faster rendering. 

Clamp Result - determines whether to force the result in the [0, Clamp Value] range or not.

Clamp Value - specifies the upper clamp limit if Clamp Result is enabled.

 

Max Ray Depth - specifies the maximum reflection/refraction depth for the shader. 

Shader File specifies the .glsl.frag, or .pfrag file which contains the shader code.

Shader Node - specifies a custom name for the shader node

Transparency - override the alpha if Use Shader Alpha off. You can use either a single color or a texture for that parameter.

Transparency Tex Mult - a multiplier for the Transparency parameter when a texture is used

Use Shader Alpha - use the alpha calculated in the shader.

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