You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 3 Next »

Table of Contents

This page provides information about VRayMtl in V-Ray for Cinema 4D.

 

Overview


The VRayMtl is a very versatile material that allows for better physically correct illumination (energy distribution) in the scene, faster rendering, and more convenient reflection and refraction parameters. This material can be easily set up to simulate a huge variety of surfaces from plastics to metals to glass and more by adjusting a handful of parameters.

Furthermore, with the VRayMtl you can apply different texture maps, control the reflections and refractions, add bump and displacement maps, force direct GI calculations, and choose the BRDF for how light interacts with the surface material.

 

 

 

 

 

Basic


Name –

Layer –

 

 

Diffuse


Color – The diffuse color of the material. Note: the actual diffuse color of the surface also depends on the reflection and refraction colors.

Texture – Specifies a texture file to be used for the diffuse color slot.

Mix Strength – A multiplier for the texture color.

Diffuse Roughness – Used to simulate rough surfaces or surfaces covered with dust (for example, skin, or the surface of the Moon).

 

 

Opacity


Color —

Texture – Assigns opacity to the material where white is completely opaque and black is completely transparent.

Mix StrengthA multiplier for the opacity map.

 

 

Self-Illumination


Color –  The self-illumination color of the material.

TextureA texture map can be used for the self-illumination color using this slot.

Mix StrengthA multiplier for the self-illumination map.

Self-Illumination Affects GI – When enabled, the self-illumination affects global illumination rays and allows the surface to cast light on nearby objects. Note, however, that it may be more efficient to use area lights or VRayLightMtl material for this effect. 

Compensate Camera Exposure – When enabled, the intensity of the Self-Illumination will be adjusted to compensate the exposure correction from the VRayPhysicalCamera.

 

 

Reflection


 

 

 

 

 

 

Was this helpful?