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Table of Contents

This page provides information about the Blend material in V-Ray for Rhino.


Overview


The V-Ray Blend Material can be used to layer several V-Ray compatible materials in an efficient manner. It can be used to create complex materials like car paints, human skin (when used with the V-Ray Subsurface Scattering Material as a base material) etc.  

V-Ray Blend Material takes a base material and applies other materials (coatings) on top of it. This works like a stack, where each coat material blends between its own shading and that of the materials below it in the stack.



UI Paths


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

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



UI Options


The Blend 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 Add Attribute section.

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.




Base


Add Coat – Adds another Coat layer to the stack.

Base Material – Allows the user to select the base layer material to which the bump/normal effect is added. This slot can be empty in case a transparent base is needed.

Additive Mode – When enabled, causes the  V-Ray Blend Material to behave 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. 



Coat


Enables/ disables the layer in the stack. Note that this is the layer you add vie the Add Layer button.

Material – Specifies the coat layer material.

Blend – 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.

Blend Tex Mult – Specifies a multiplier for the amount that the texture is blended with the Blend color.



Binding


Texture – Selected Bitmap texture is displayed in the viewport and it overrides all other material parameters. The viewport texture does not affect the way the material is rendered with V-Ray. It is mainly used for preview purposes.

Keep in mind that procedural textures are not shown in the viewport, however, any Bitmap textures, including ones nested in procedurals, will be automatically displayed.



Override Control


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



Attributes


The Attributes available for the Blend material are as follows.


Bump


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Outline


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Displacement


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Raytrace Properties


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Override


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Material ID


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Notes


  • The 2D mapping (landscape)  method only supports one UV mapping channel.
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