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 Strength – A multiplier for the opacity map.
Self-Illumination
Color – The self-illumination color of the material.
Texture – A texture map can be used for the self-illumination color using this slot.
Mix Strength – A 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
BRDF Type – Determines the type of BRDF (the shape of the highlight).
GGX – GGX Microfacet highlight/reflections. Specular highlights have a bright center with a longer falloff.
Phong – Phong highlight/reflections. Specular highlights have a bright center with no falloff.
Blinn – Blinn highlight/reflections. Specular highlights have a bright center with a tight falloff.
Ward – Ward highlight/reflections. Specular highlights have a bright center with a falloff broader than Blinn, but tighter than Microfacet GTR (GGX).
GGX is the most modern and flexible BRDF type and is able to better represent a broad range of materials thanks to its ability to control the shape of the specular lobe.
There currently isn't any particular performance difference between models and there is little reason to choose any of the other types.
Color –