This page provides information about the OpenPBR shading model in V-Ray Material in Maya.
OpenPBR is an open-source Physically-based Rendering shading model created by Adobe and Autodesk.
V-Ray implements it as a switchable model in the V-Ray Material. Currently, it's not supported with V-Ray GPU.
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openPBR name (data type) | V-Ray plugin name (data type) | Maya UI name | |
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base_color (color3) | diffuse (acolor texture) | Basic parameters | Diffuse Color |
base_weight (float) | diffuse (acolor texture) | Basic parameters | Amount |
base_diffuse_roughness (float) | roughness (float texture) | Basic parameters | Roughness Amount |
base_metalness (float) | metalness (float texture) | Reflection | Metalness |
specular_color (color3) | reflect (acolor texture) | Reflection | Reflection Color |
specular_weight (float) | reflect (acolor texture) | Reflection | Amount |
specular_roughness (float) | reflect_glossiness (float texture) | Reflection | Reflection Roughness |
specular_roughness_anisotropy (float) | anisotropy (float texture) | Anisotropy | Anisotropy |
specular_ior (float) | fresnel_ior (float texture) | Reflection | Fresnel IOR |
transmission_weight (float) | refract (acolor texture) | Refraction | Amount |
transmission_color (color3) | rfresnel_ior (float texture) | Refraction | Refraction Color |
transmission_depth (float) | |||
transmission_scatter (color3) | |||
transmission_scatter_anisotropy (float) | |||
transmission_dispetion_scale (float) | dispersion_on (bool) | Refraction advanced | Dispertion |
transmission_dispetion_abbe_number (float) | dispersion (float) | Refraction advanced | Dispertion Abbe |
subsurface_weight (color3) | translucency_amount (float texture) | Translucency | SSS Amount |
subsurface_color (color3) | translucency_color (acolor texture) | Translucency | SSS Color |
subsurface_radius (float) | fog_color (color) | Translucency | Scatter Radius |
subsurface_radius_scale (color3) | fog_mult (float) | Translucency | Scale (cm) |
subsurface_scatter_anisotropy (float) | |||
coat_color (color3) | coat_color (acolor texture) | Coat | Coat Color |
coat_weght (float) | coat_amount (float texture) | Coat | Amount |
coat_roughness (float) | coat_glossiness (float texture) | Coat | Coat Roughness |
coat_roughness_anisotropy (float) | |||
coat IOR (float) | coat_ior (float texture) | Coat | IOR |
coat_darkening (float) | |||
fuzz_color (color3) | sheen_color (acolor texture) | Sheen | Sheen Color |
fuzz_weight (float) | sheen_amount (float texture) | Sheen | Amount |
fuzz_roughness (float) | sheen_glossiness (float texture) | Sheen | Sheen Roughness |
emission_luminance (float) | self_illumination (acolor texture) | Basic parameters | Self-Illumination |
emission_color (color3) | self_illumination (acolor texture) | Basic parameters | Self-Illumination |
thin_film_weight (float) | thin_film_on (bool) | Thin Film | Enable Thin Film |
thin_film_thickness (float) 1 | thin_film_thickness_min (float) / thin_film_thickness_max (float) | Thin Film | Min / Max Thickness (nm) |
thin_film_ior (float) | thin_film_ior (float texture) | Thin Film | IOR |
geometry_opacity (float) | opacity (float texture) | Basic parameters | Opacity Map |
geometry_thin_walled (boolean) | refract_thin_walled (bool) | Refraction | Thin-walled |
geomenty_normal (vector3) | bump_map (acolor texture) | Bump and Normal mapping | Map |
geometry_tangent (vector3) | |||
geometry_coat_normal (vector3) | coat_bump_map (acolor texture) | Coat | Bump Map |
geometry_coat_tangent (vector3) |