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This page provides information on the Override Material node.

 

Overview


The V-Ray MtlOverride is a utility material provided with the V-Ray renderer. It allows a surface to look different depending on whether it is seen through reflections, refractions, or GI.

With this material you can get a fine control over the color bleeding, reflections, refractions, and shadows of the objects.

This group of attributes allows the material to be changed depending on the type of ray. For example, an object can be rendered with one material when looked directly from the camera, and with another material, when looked in reflections.

 

UI Paths: ||mat Network|| > V-Ray > Material > V-Ray Override

 

 

Node


The MtlOverride node provides inputs for controlling various material properties. Some correspond to parameters in the section below.

base_mtl – Specifies the material V-Ray uses while rendering the object.

gi_mtl – Specifies the material V-Ray uses while calculating the GI solution.

reflect_mtl – The material V-Ray uses to render the object with, when the object is seen in reflections. For more information, see Using the Reflect material example below.

refract_mtl – The material V-Ray uses to render the object with, when the object is seen in refractions. For more information, see Using the Refract material example below.

shadow_mtl – The material that is used to render shadows cast from the object.

 

 

Parameters


Enable the GI material – Enables the rendering of the material connected to the gi_mtl input of the node. See the Using the GI material example.

Enable the Reflection material – Enables the rendering of the material connected to the reflect_mtl input of the node. See the Using the Reflection material example.

Enable the Refraction material – Enables the rendering of the material connected to the refract_mtl input of the node. See the Using the Refraction material example.

Enable the shadow material – Enables the rendering of the material connected to the shadow_mtl input of the node.

Use Environment Override Texture – Enables the environment override.

Environment – Specifies the environment override texture.

Environment Priority – Specifies the priority of this environment override when several materials override it along a ray path.

 




 

Example: Using the GI material


This example shows how the use of a GI material affects the rendering. The first scene is rendered with two VRay materials. The second scene is rendered with 1 Base + 1 GI Mtl.

 

 

Off
On

 

 

As you can see, the scene represents a square-type room. There are window openings in one of the wall. There is a Direct Light coming through, which simulates the Sun. The floor has a texture in the Diffuse map slot. All the rest - the walls, the ceiling and the teapots have a Default V-Ray Material with a Diffuse Color (200, 200, 200).

On the first render, it is absolutely visible that all the walls, the ceiling, and the teapots have been rendered in some light brown (pale pumpkin) color, although they have a light-gray material assigned. This is because of the Color Bleeding, which is generated by the GI calculation.

On the second picture, the scene is rendered with a MtlOverride GI material assigned to the Floor.

This material contains in itself the initial 2 V-Ray materials - the floor's and the walls' ones. So now assigned on the floor object, V-Ray knows that while calculating the GI it has to use the GI material (in our case: walls - V-Ray Material with Diffuse Color (200, 200, 200)) and during rendering it uses the Base material (in our case: floor - V-Ray Material with texture in the Diffuse slot). The result of that is quite different from the previous render as the Color Bleeding has gone. Of course this depends entirely on our choice for the GI material. For instance, if we had chosen a bluish colored material, the final result would also be tinted slightly to blue, like in the first render with the pale brown colors.

In this simple scene, the result of the second render can be produced, with a pre-saved irradiance map, calculated with just the walls' material assigned to all the geometry.

For a much more complex scene, with lots of different geometry, shaders, textures, etc., using the V-Ray Override material can be very helpful.






Example: Using the Reflection material


The following example uses a very simple scene. It contains five chairs and a light source in a studio type environment. Each chair has a V-Ray Override material assigned, but only the Base Material is active. The rendered chairs are the same in their diffuse colors and reflections.

 

 

 

 

 

Now each of the chairs has a different material assigned in their Override Reflection Material. The first one has a green diffuse color, the second one has black, the third one has blue, the fourth - purple, and the fifth has a red diffuse color. V-Ray uses those materials when the objects are seen in reflections. In our project, the environment is actually a reflective surface, so the chairs are being reflected. On the other hand, you can also notice that the base material of the chairs is also reflective (Fresnel type), and the fourth chair is seen with its Override Reflection material in the middle chair.

 

 

 

 

 


 

Example: Using the Refraction material

 

The next render is even more complex as the chairs' Override Refraction Material is activated as well. From left to right follow: a blue and a red diffuse color. Those materials are set so that when seen through refraction, V-Ray considers and renders the objects with them. As you can see the Reflection materials are still affecting the render image. If you take a closer look at the glass chairs' edges you will notice the green reflection, which is actually the reflection material of the right chair. While V-Ray had been tracing the rays on the chairs' surfaces, those polygons on the edges had first captured a reflection, so that's why there are green traces.

 

 

 

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