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This page provides information on the V-Ray Object Properties.

 

Overview


In addition to the settings in the Render Settings dialog, which are global for the scene, you can set different render settings on a per-object basis. Some of those properties (primary and secondary visibility, visibility to camera etc) are accessible through the additional V-Ray Object Properties

 

UI Paths


 

||Select object(s)|| > V-Ray Shelf > Object Properties


Parameters




 

User Attributes – A list of attributes (separated by semicolons) that are assigned to the mesh.

Object ID – Specifies an ID for the object. This is used by the MultiMatte render element which creates selection masks based on Object IDs.

Num. Samples – Specifies the number of motion blur samples. If the value is set to 0, the ROP settings are used.

Reference Mesh

Mode – Specifies the mode of locking the Tri-Planar mapping. You can choose between Object (uses another object as reference) and Rest Attributes (uses an attribute of the object as reference).

Reference Object – Specifies the object used as reference to lock the Tri-Planar mapping when Object mode is selected.

Position – Specifies the position when Rest Attributes mode is selected.

Normal – Specifies the normals when Rest Attributes mode is selected.

Mesh

Geometry Type – Determines the type of geometry for polygonal data among DefaultStatic and Dynamic.

Instancing

Use Rayserver Instancer (WIP) – When enabled, uses the GeomRayserverInstancer node instead of Instancer2 node.

Force Rayserver Instances – When enabled, wraps instances into GeomLocalRayserver node.

 

Wrapper


 

 

Enable Wrapper – Enables the Wrapper.

Main

Generated GI Mult. – Specifies a multiplier for the amount of GI generated by the material.

Received GI Mult. – Specifies a multiplier for the amount of GI received by the material.

Generated Caustics Mult. – Specifies a multiplier that controls how much caustics the object generates. Note that in order to generate caustics, an object must have a reflective or refractive material.

Received Caustics Mult. – Specifies a multiplier that controls how much caustics the object receives. When light is refracted by objects that generate caustics, the resulting caustics are only visible when they are projected on caustics receivers.

Subdivs Mult. – Specifies a multiplier for the subdivisions of all secondary ray tracing done for the particular surface.

Use Irradiance Map – When enabled, the irradiance map is used to approximate diffuse indirect illumination for the object. If disabled, brute force GI is used. You can use this for objects in the scene which have small details and are not approximated very well by the irradiance map.

Volume GI properties

Generate GI – Controls the GI generated by the material.

Receive GI – Controls the GI received by the material.

Generate GI multiplier – A multiplier for the amount GI generated by the material.

Receive GI multiplier – A multiplier for the amount GI received by the material.

Generate Caustics – Controls the caustics generated by the material.

Receive Caustics – Controls the caustics received by the material.

Caustics multiplier – A multiplier for the caustics.

Matte Properties

Alpha Contribution – Determines the appearance of the object in the alpha channel of the rendered image. A value of 1.0 means the alpha channel is derived from the transparency of the base material. A value of 0.0 means the object does not appear in the alpha channel at all and shows the alpha of the objects behind it. A value of -1.0 means that the transparency of the base material cuts out from the alpha of the objects behind. Matte objects are typically given an alpha contribution of -1.0. Note that this option is independent of the Matte surface option (i.e. a surface can have an alpha contribution of -1.0 without being a matte surface).

Generate Render Elements – When enabled, V-Ray generates zDepthvelocity, extra tex and multi matte render element for matte objects. When this check box is disabled V-Ray does not generate any render elements for matte objects.

Matte Surface – When enabled, makes the material appear as a matte material, which shows the background instead of the base material when viewed directly. Note that the base material is still used for things like GI, caustics, reflections etc.

Shadows – When enabled, makes shadow visible on the matte surface.

Affect Alpha – When enabled, makes shadows affect the alpha contribution of the matte surface. Areas in perfect shadow produce white alpha, while completely unoccluded areas produce black alpha. Note that GI shadows (from skylight) are also computed, however GI shadows on matte objects are not supported by the light cache GI engine, when used as a primary engine. You can safely use that with matte surfaces as secondary engines.

Shadow Tint – Specifies an optional tint for the shadows on the matte surface.

Shadow Brightness – An optional brightness parameter for the shadows on the matte surface. A value of 0.0 makes the shadows completely invisible, while a value of 1.0 shows the full shadows.

Reflection Amount – Shows the reflections from the base material.

Refraction Amount – Shows the refractions from the base material.

GI Amount – Determines the amount of GI shadows.

No GI On Other Mattes – When enabled, causes the object to appear as a matte object in reflections, refractions, GI etc for other matte objects. Note that if this is on, refractions for the matte object might not be calculated (the object will appear a matte object to itself and will not be able to "see" the refractions on the other side).

Matte For Secondary... – Normally the base material is used when an object with a MtlWrapper is seen through reflections/refractions. This option controls whether the MtlWrapper shows the base material or environment when seen through secondary rays (e.g. reflections/refractions).

Disable – The base material is used when the MtlWrapper is seen through reflections/refractions.
Without Projection Mapping – The environment is seen through reflections/refractions.
With Projection Mapping – The environment is seen through refrlections/refractions with projection mapping to increase the realism.

Misc

GI Surface ID – This number can be used to prevent the blending of Light Cache samples across different surfaces. If two objects have different GI surface IDs, the light cache samples of the two objects are not blended. This can be useful for preventing light leaks between objects of vastly different illumination.

Trace Depth – Specifies the number of times a ray can be reflected. Scenes with lots of reflective and refractive surfaces may require higher values to look correct. A value of -1 specifies this option is controlled by the global Render Settings.

 

Visibility Options




Enable Visibility Options – Enables the Visibility Options.

Visible to GI – When disabled, the object is considered perfectly transparent to GI rays.

Primary Visibility – When disabled, the object appears perfectly transparent to camera rays.

Visible in Reflections – When disabled, the object appears perfectly transparent to reflection rays.

Visible in Refractions – When disabled, the object appears perfectly transparent to refraction rays.

Cast Shadows – When disabled, the object is invisible to shadow rays from lights and does not cast shadows.

Receive Shadows – When disabled, the object does not receive shadows.

 

Notes


  • When creating a matte object with V-Ray Object Properties and using the V-Ray CUDA engine, please note the following:

    • Alpha Contribution should be set to -1.0;
    • The Matte Surface, Affect Alpha and Shadows options should be enabled.