Smooth Uv – Smooths the mesh UVs when rendering as a subdivision surface. Smooth Uv Borders – Smooths the mesh UVs at the borders when rendering as a subdivision surface. First Map Channel – Specifies how to remap the mapping channels. Tessellate Hair – When enabled, tessellates hair strands for files containing hair. Hair Tessellation Length – Specifies hair edge length in pixels for smoothing hair strands. Particle Render Mode – Controls how the particles in the proxy are rendered in the viewports. The available options are Spheres and Points. Use Point Cloud – Enables the usage of point cloud data, if available. Point Cloud Mult – Determines the way point cloud levels are loaded. A value of 1.0 means that the level to load is determined exactly by the distance from the camera to the object. A value smaller than 1.0 means that the level is of greater detail than required by distance. Values greater than 1.0 mean that the resolution of the level is smaller than the one determined by distance. A value of 0.0 means that no point cloud level is loaded and the original mesh is rendered instead. Material Assignment File – Specifies the location of an .xml file that contains the "rules" for material assignment. For alembic files, the "rules" are based on object paths, for .vrmesh files, they are based on material names. The wildcards * are allowed in the .xml file. When loading a proxy file in a V-Ray Proxy, materials stored in .vrscene files can be assigned to different objects from the proxy file. This requires a pair of a .vrscene file containing the materials and an XML file containing the "rules" for applying them to the objects in the proxy filе. |