This plugin is used instead of RenderView when baking textures [gpuSupport=(partial)]
(Plugin)
: The node to bake
(List<Plugin>)
: The target objects for projection baking
(Plugin)
: The uvw generator
(float)
: Number of pixels to expand around geometry
(boolean)
: true to flip the texture direction derivatives (reverses bump mapping)
(float)
: The minimum u value to bake
(float)
: The minimum v value to bake
(float)
: The maximum u value to bake
(float)
: The maximum v value to bake
(Transform)
: Transformation to translate the provided UV coordinates to the expected UV space.
(Transform)
(float)
: Field of view
(int)
: 0 - normal baking, 1 - projection baking
(int)
: 0 - outside, 1 - inside, 2 - outside first, the inside, 3 - inside first, the outside, 4 - closest
(int)
: 0 - Smooth normal, 1 - Geometry normal
(float)
: Geometry that is intersected further than this value along the ray will be ignored. If the value is zero then no geometry will be ignored.
(float)
: The ray's beginning will be offseted this much along the normal.
(int)
: 0 - shade reflections, etc. from rays along surface normal; 1 - bake from rays originating from camera.
(List<Plugin>)
: List of nodes to bake on a single image.
(List<Plugin>)
: UVW generator for each node in mapped_bake_nodes. Alternatively use "bake_uvwgen" to assign the same UVW generator to all nodes.
(List<int>)
: Leftmost coordinate of the output region of each node in mapped_bake_nodes
(List<int>)
: Topmost coordinate of the output region of each node in mapped_bake_nodes
(List<int>)
: Rightmost coordinate of the output region of each node in mapped_bake_nodes
(List<int>)
: Bottommost coordinate of the output region of each node in mapped_bake_nodes
(boolean)
: True to bake 'mapped_bake_nodes' into a single image without mapped regions.
Provides bitmap data from a file to be used by a texture plugin (TexBitmap) [gpuSupport=(full)]
(int)
: -1 - nearest; 0 - no filtering; 1 - mip-map filtering; 2 - summed area table filtering; 3 - elliptical filtering; 4 - deprecated, do not use; 5 - sharp mip-map filtering
(float)
(int)
: 0 - linear, 1 - gamma corrected, 2 - sRGB, 3 - auto
(String)
: The linear RGB color space of the texture. Default: "raw". Texture will be converted from this color space to the renderer color space. Builtin supported linear color spaces are "raw" for no conversion, "lin_srgb" for sRGB, and "acescg" for ACEScg. If the OCIO environment variable is set or if the SettingsUnitsInfo "ocio_config_file" parameter is set, the value can be any color space available in the OCIO config. This conversion is applied after the transfer function. The parameter transfer_function must be set, or else texture filtering will NOT work correctly.
(float)
(boolean)
: If true alpha can be generated from intensity.Maya checks if alpha is 1.0 everywhere, and if so, uses the intensity for alpha value
(boolean)
: if false negative colors will be clamped
(int)
: Interpolation method for the mip-map filtering (0 - bilinear, 1 - bicubic, 2 - biquadratic, 3 - 3dsMax (interpolation is based on the input bitmap format:for 8-bit files - use bicubic, for floating point or tiled - use bilinear))
(int)
: When working with image sequences, this parameter specifies which image out of the sequence should be used. If parameter is omitted or defaulted, the frame number depends on the current frame time value.
(int)
: Start frame offset for image sequences
(String)
: The file name; can contain
(boolean)
: if set to false, the file would not be loaded
(boolean)
: True if there are multiple files for animation with frame number in their names. Enables replacing "
(boolean)
: true to use the data window information in e.g. OpenEXR files; otherwise false
(List<int>)
: Legacy parameter for PSD files. Contains a text string encoded as an int array
(List<int>)
: Legacy parameter for PSD files. Contains a text string encoded as an int array
(int)
: Image file list first frame number
(float)
: Image file list frame rate multiplier
(int)
: Image file list (IFL) end condition: 0 - Loop; 1 - Ping Pong; 2 - Hold;
A V-Ray plug-in implementation of the alHair shader by Anders Langlands [gpuSupport=(none)]
(TextureFloat)
(TextureFloat)
: The melanin content of the hair fibre. Use this to generate natural colors for mammalian hair. 0 will give white hair, 0.2-04 blonde, 0.4-0.6 red, 0.6-0.8 brown and 0.8-1.0 black hair. If you want to set the color of the hair with a texture map, set this to 0 and use the Dye color parameter.
(Texture)
: Color tint to apply to the hair.
(float)
: The width of the hair highlights, essentially how shiny the hair appears. Values in the range 1-7 are sensible for human hair.
(float)
: How much the highlights are shifted along the hair by the cuticles on the hair fibre. Generally this wants to be 1 to 1.5 times the value of the Width parameter.
(Texture)
: Tint on the diffuse illumination.
(TextureFloat)
: Multiplier on the strength of the diffuse illumination.
(TextureFloat)
: Controls the amount of light bleeding through the hair in dual-scattering mode.
(TextureFloat)
: Controls the amount of light kicked back from the hair in dual-scattering mode.
(Texture)
(TextureFloat)
(TextureFloat)
: Offset on the shift of this lobe's highlight.
(TextureFloat)
: Multiplier on the width of this lobe's highlight.
(Texture)
(TextureFloat)
(TextureFloat)
: Offset on the shift of this lobe's highlight.
(TextureFloat)
: Multiplier on the width of this lobe's highlight.
(float)
: Strength of the caustic glints. Sensible values are in the range 1-5.
(Texture)
(TextureFloat)
(TextureFloat)
: Offset on the shift of this lobe's highlight.
(TextureFloat)
: Multiplier on the width of this lobe's highlight.
(float)
: Controls the rolloff of the caustic glints in the hair. Lower values make the glints more pingy, higher values make them softer and less apparent.
(float)
: Controls the rolloff of the transmission highlight. Essentially, if you want the transmission highlight to only appear when the light is directly behind the hair, set this value to 10 or lower. If you want to increase the amount the highlight spreads as the light comes around from behind, set this value higher than 10.
(TextureFloat)
: Adds a random offset to the melanin content of the hair. Values from 0.05 to 0.2 give a very natural color variation.
(TextureFloat)
: Adds a random offest to the hue of the dye color.
(TextureFloat)
: Adds a random offest to the saturation of the Dye color.
(TextureFloat)
: Adds a random offset to the hair tangent which can be useful for breaking up uniform-looking grooms. Note that this value is dependent on your scene scale.
(float)
(float)
V-Ray port of the alSurface shader (Anders Langlands). This is a multi-purpose uber shader for VFX. [gpuSupport=(partial)]
(Texture)
: Overall bump map (applied to all components)
(TextureFloat)
: Bump amount
(int)
: The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(TextureFloat)
: Opacity map
(Texture)
: The diffuse surface color
(TextureFloat)
: The strength of the diffuse component
(Texture)
: Additional diffuse bump map
(TextureFloat)
: Diffuse bump amount
(int)
: The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(Texture)
: The first specular color
(TextureFloat)
: The strength of the first specular component
(TextureFloat)
: The roughness of the first specular component
(TextureFloat)
: The IOR for the first specular component
(int)
: The BRDF distribution type for the first specular component (0 - Beckmann, 1 - GGX)
(Texture)
: Additional bump map for the first specular component
(TextureFloat)
: Additional bump amount for the first specular component
(int)
: The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(Texture)
: The second specular color
(TextureFloat)
: The strength of the second specular component
(TextureFloat)
: The roughness of the second specular component
(TextureFloat)
: The IOR for the second specular component
(int)
: The BRDF distribution type for the second specular component (0 - Beckmann, 1 - GGX)
(Texture)
: Additional bump map for the second specular component
(TextureFloat)
: Additional bump amount for the second specular component
(int)
: The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(TextureFloat)
: Mix between the diffuse component and the SSS component
(int)
: Sub-surface scattering mode (0 - diffusion; 1 - directional)
(float)
: Scale for the SSS effect; smaller values make light go deeper into the object
(TextureFloat)
: Weight of the first SSS component
(Texture)
: Color of the first SSS component
(TextureFloat)
: Radius for the first SSS component. Larger values cause light to go deeper into the surface
(TextureFloat)
: Weight of the second SSS component
(Texture)
: Color of the second SSS component
(TextureFloat)
: Radius for the second SSS component. Larger values cause light to go deeper into the surface
(TextureFloat)
: Weight of the third SSS component
(Texture)
: Color of the third SSS component
(TextureFloat)
: Radius for the third SSS component. Larger values cause light to go deeper into the surface
(int)
: Maximum depth for reflections; set to -1 to use the global depth
(int)
: Subdivs for sampling reflections when local subdivs are enabled
(int)
: Subdivs for sampling SSS when local subdivs are enabled
(boolean)
: When enabled, the shader will bleed SSS between all objects in the scene; when disabled, only objects with the same raytrace SSS ID are considered.
BRDF with the popular general use Blinn reflection model. Consider using BRDFVRayMtl with type Blinn instead. [gpuSupport=(partial)]
(Color)
(Texture)
: Base color texture
(float)
(Color)
(Texture)
: Base transparency texture
(float)
(float)
(boolean)
(boolean)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(int)
: Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
(Texture)
: The color to use when the maximum depth is reached
(boolean)
: True to enable dim distance
(float)
: How much to dim reflection as length of rays increases
(float)
: Fall off for the dim distance
(float)
(TextureFloat)
(float)
(float)
(TextureFloat)
(float)
(int)
(int)
: Determines if the glossy rays are treated by V-Ray as GI rays: 0 - never; 1 - only for rays that are already marked as GI rays; 2 - always
(float)
: Soften edge of the BRDF at light/shadow transition
(int)
(int)
(int)
(float)
(float)
(int)
(TextureFloat)
: Reflection anisotropy in the range (-1, 1)
(Plugin)
(TextureFloat)
: Anisotropy rotation in the range
[
0, 1
]
(boolean)
: true to fix dark edges with glossy reflections; only set this to false for compatibility with older versions
Wrapper for other BRDF plugins that adds bump/normal mapping [gpuSupport=(partial)]
(Plugin)
: Base BRDF
(Texture)
: Bump texture
(TextureFloat)
: Bump texture
(float)
: Bump amount
(TextureFloat)
: Bump amount texture
(Plugin)
: Bump texture; this is deprecated, use bump_tex_color or bump_tex_float
(boolean)
: true to offset the surface shading point, in addition to the normal
(int)
: The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(Plugin)
: The uvw generator for the normal map texture when map_type is 1.
(boolean)
: When this is true the BRDFBump will try to match the Maya bump/normal mapping
(boolean)
: true to compute bump mapping for shadow rays in case the material is transparent; false to skip the bump map for shadow rays (faster rendering)
(float)
: Scale for sampling the bitmap when map_type is 0. Normally this is tied to the ray differentials, but can be changed if necessary.
(float)
: Multiplier applied to the normal map
(Texture)
: Texture for additional bump effect. This is used only when map_type is not 0 or 5. This param always work with output from the texture bump output (5).
(float)
: Multiplier applied to the additional bump map
(int)
: The units for the bump amount (0 - default scene units; 1 - cm). Only valid if the mode is 0 ("bump map")
(int)
: Mapping method of the B->Z. 0 : B
[
0, 1
]
-> Z
[
0, 1
]
. 1 (default) : B
[
0, 1
]
-> Z
[
-1, 1
]
(List<Plugin>)
: Render channels the result of this BRDF will be written to
V-Ray car paint BRDF with base layer, coating and flakes [gpuSupport=(partial)]
(Texture)
(TextureFloat)
(TextureFloat)
(boolean)
: Toggle reflections for base layer
(TextureFloat)
: Bump texture for the base layer
(Texture)
: Bump texture for the base layer (color version)
(TextureFloat)
: Bump amount for the base layer
(int)
: The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(Texture)
(TextureFloat)
(TextureFloat)
(float)
(float)
(float)
(int)
: The size of the internal flakes map
(int)
: Flake filtering mode (0 - simple; 1 - directional)
(int)
: The random seed for the flakes
(Plugin)
(int)
: The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
(int)
: The mapping channel when the mapping_type is 0
(boolean)
: Toggle reflections for flake layer
(Texture)
(TextureFloat)
(TextureFloat)
: The glossiness of the coat layer
(boolean)
: Toggle reflections for coat layer
(TextureFloat)
: Bump texture for the coat layer
(Texture)
: Bump texture for the coat layer (color version)
(TextureFloat)
: Bump amount for the coat layer
(int)
: The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(boolean)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(boolean)
(int)
(float)
(boolean)
: True to use the 'environment override' texture.
(Texture)
: Environment override texture
(int)
: Environment override priority (used when several materials override it along a ray path)
(String)
: Light path expressions material label which can be used to identify the material
V-Ray car paint BRDF with base layer, coating and flakes [gpuSupport=(partial)]
(Texture)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(boolean)
: Toggle reflections for base layer
(TextureFloat)
: Bump texture for the base layer
(Texture)
: Bump texture for the base layer (color version)
(TextureFloat)
: Bump amount for the base layer
(int)
: The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(Texture)
(Texture)
: Texture to sample random flake colors from
(TextureFloat)
(float)
(float)
(float)
(float)
(float)
(float)
(int)
: The size of the internal flakes map
(int)
: The random seed for the flakes
(Plugin)
(int)
: The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
(int)
: The mapping channel when the mapping_type is 0
(boolean)
: Toggle reflections for flake layer
(int)
: Square root of the total number bins used for flakes filtering
(Texture)
(TextureFloat)
(TextureFloat)
(TextureFloat)
: The glossiness of the coat layer
(boolean)
: Toggle reflections for coat layer
(TextureFloat)
: Bump texture for the coat layer
(Texture)
: Bump texture for the coat layer (color version)
(TextureFloat)
: Bump amount for the coat layer
(int)
: The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(boolean)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(boolean)
(int)
(float)
(boolean)
: True to use the 'environment override' texture.
(Texture)
: Environment override texture
(int)
: Environment override priority (used when several materials override it along a ray path)
(String)
: Light path expressions material label which can be used to identify the material
BRDF using the Cook-Torrance microfacet model. [gpuSupport=(partial)]
(Color)
(Texture)
: Base color texture
(float)
(Color)
(Texture)
: Base transparency texture
(float)
(float)
(boolean)
(boolean)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(int)
: Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
(Texture)
: The color to use when the maximum depth is reached
(boolean)
: True to enable dim distance
(float)
: How much to dim reflection as length of rays increases
(float)
: Fall off for the dim distance
(float)
(TextureFloat)
(float)
(float)
(TextureFloat)
(float)
(int)
(int)
: Determines if the glossy rays are treated by V-Ray as GI rays: 0 - never; 1 - only for rays that are already marked as GI rays; 2 - always
(float)
: Soften edge of the BRDF at light/shadow transition
(int)
(int)
(int)
(float)
(float)
(int)
(TextureFloat)
: Reflection anisotropy in the range (-1, 1)
(Plugin)
(TextureFloat)
: Anisotropy rotation in the range
[
0, 1
]
(boolean)
: true to fix dark edges with glossy reflections; only set this to false for compatibility with older versions
Experimental BRDF using csv files from a material scanner [gpuSupport=(none)]
(Color)
(Texture)
(float)
(float)
(boolean)
(boolean)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(int)
: Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
(Texture)
: The color to use when the maximum depth is reached
(float)
: How much to dim reflection as length of rays increases
(boolean)
: True to enable dim distance
(float)
: Fall off for the dim distance
(int)
: Determines if the glossy rays are treated by V-Ray as GI rays: 0 - never; 1 - only for rays that are already marked as GI rays; 2 - always
(int)
(String)
(Color)
Simple fully diffuse BRDF (lambertian). Use BRDFVRayMtl instead of BRDFDiffuse+BRDFLayered for layering, if possible [gpuSupport=(partial)]
(Color)
: Color of the material.
(Texture)
: Color of the material using a texture.
(float)
: Blends between color and color_tex. A value of 0 results in color being used. A value of 1 results in color_tex.
(Color)
: The transparency of the material.
(Texture)
: The transparency of the material using a texture.
(float)
: Blends between transparency and transparency_tex. A value of 0 results in transparency being used. A value of 1 results in transparency_tex.
(TextureFloat)
: The roughness of the material. Used to simulate rough surfaces or surfaces covered with dust (for example, skin, or the surface of the Moon).
(boolean)
: When enabled V-Ray can use cached GI solutions (irradiance map/light cache) to approximate the diffuse portion of the BRDF.
(boolean)
: Use the alpha of color_tex as transparency.
This plugin should be used instead of BRDFDiffuse if the VolumeScatterFog is used for the SSS effect [gpuSupport=(none)]
(Color)
: Color of the material.
(Texture)
: Color of the material using a texture.
(float)
: Blends between color and color_tex. A value of 0 results in color being used. A value of 1 results in color_tex.
(Color)
: The transparency of the material.
(Texture)
: The transparency of the material using a texture.
(float)
: Blends between transparency and transparency_tex. A value of 0 results in transparency being used. A value of 1 results in transparency_tex.
(Texture)
: Color on the back sides of the material
(TextureFloat)
: The roughness of the material. Used to simulate rough surfaces or surfaces covered with dust (for example, skin, or the surface of the Moon).
(boolean)
: When enabled V-Ray can use cached GI solutions (irradiance map/light cache) to approximate the diffuse portion of the BRDF.
Normal map filtering techniques [gpuSupport=(none)]
(TextureFloat)
(float)
: Roughness of the GGX Smith shadowing-masking associated with the normal map.
(float)
: minValue=(0.005), maxValue=(1), GGX roughness of the Beckmann lobe assigned on the normal map (mode:0, 1, 3).
(int)
(Texture)
: Flakes reflection filter color.
(int)
: The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
(int)
: The mapping channel when the mapping_type is 0
(int)
: BRDF type (0 - Beckmann, 1 - GGX)
(Texture)
: The normal map texture
(int)
: Resolution of the bin discretization.
(float)
: Bump vector multiplier
(int)
: Mode: 0 - no filtering; 1 - LEAN mapping; 3 - Beckmann roughness filtering; 4 - single bin NDF evaluation
(int)
: Filtering mode: 0 - isotropic; 1 - elliptical; 2 - elliptical approx
(int)
: Normals transform type: 0 - rotation; 1 - inverse transpose;
This BRDF provides only the flakes part of BRDFCarPaint. The result is random glitters. [gpuSupport=(partial)]
(Texture)
(TextureFloat)
(TextureFloat)
(float)
(float)
(float)
(int)
: The size of the internal flakes map
(int)
: Flake filtering mode (0 - simple; 1 - directional)
(int)
: The random seed for the flakes
(Plugin)
(int)
: The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
(int)
: The mapping channel when the mapping_type is 0
(boolean)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(int)
(int)
(float)
(boolean)
: True to use the 'environment override' texture.
(Texture)
: Environment override texture
(int)
: Environment override priority (used when several materials override it along a ray path)
This BRDF provides only the flakes part of BRDFCarPaint2. The result is random glitters. [gpuSupport=(partial)]
(Texture)
(Texture)
: Texture to sample random flake colors from
(TextureFloat)
(float)
(float)
(float)
(float)
(float)
(float)
(int)
: The size of the internal flakes map
(int)
: The random seed for the flakes
(Plugin)
(int)
: Square root of the total number bins used for flakes filtering
(int)
: The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
(int)
: The mapping channel when the mapping_type is 0
(boolean)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(boolean)
(int)
(float)
(boolean)
: True to use the 'environment override' texture.
(Texture)
: Environment override texture
(int)
: Environment override priority (used when several materials override it along a ray path)
BRDF using the modern GGX microfacet model. Well suited for metals, but also any other surface type. Consider using BRDFVRayMtl with type GGX instead. [gpuSupport=(partial)]
(Color)
(Texture)
: Base color texture
(float)
(Color)
(Texture)
: Base transparency texture
(float)
(float)
(boolean)
(boolean)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(int)
: Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
(Texture)
: The color to use when the maximum depth is reached
(boolean)
: True to enable dim distance
(float)
: How much to dim reflection as length of rays increases
(float)
: Fall off for the dim distance
(float)
(TextureFloat)
(float)
(float)
(TextureFloat)
(float)
(int)
(int)
: Determines if the glossy rays are treated by V-Ray as GI rays: 0 - never; 1 - only for rays that are already marked as GI rays; 2 - always
(float)
: Soften edge of the BRDF at light/shadow transition
(int)
(int)
(int)
(float)
(float)
(int)
(TextureFloat)
: Reflection anisotropy in the range (-1, 1)
(Plugin)
(TextureFloat)
: Anisotropy rotation in the range
[
0, 1
]
(boolean)
: true to fix dark edges with glossy reflections; only set this to false for compatibility with older versions
(TextureFloat)
: How much to increase/decrease the tail of the glossy highlight when using GGX reflection model
(boolean)
: If true, the new phisically correct GTR anisotropy is used. Otherwise, the old anisotropy that applies to all brdf types is used.
Simple refractive BRDF. Consider using BRDFVRayMtl instead. [gpuSupport=(partial)]
(Color)
(Texture)
(float)
(Color)
(Texture)
(float)
(float)
: IOR for the glass; this is ignored if the surface has a volume shader (the volume IOR is used).
(float)
(boolean)
(int)
: Specifies how render channels are propagated through the glass (0 - only the color channel; 1 - color and alpha; 2 - all channels
(boolean)
(int)
: The maximum refraction bounces (-1 is controlled by the global options)
(boolean)
(Texture)
: The color to use when the maximum depth is reached
(Texture)
: The color to use when maximum depth is reached when exit_color_on is true
(Plugin)
(TextureFloat)
Glossy (blurred) refractive BRDF. Consider using BRDFVRayMtl instead. [gpuSupport=(partial)]
(Color)
(Texture)
(float)
(Color)
(Texture)
(float)
(float)
: IOR for the glass; this is ignored if the surface has a volume shader (the volume IOR is used).
(float)
(boolean)
(int)
: Specifies how render channels are propagated through the glass (0 - only the color channel; 1 - color and alpha; 2 - all channels
(boolean)
(int)
: The maximum refraction bounces (-1 is controlled by the global options)
(boolean)
(Texture)
: The color to use when the maximum depth is reached
(Texture)
: The color to use when maximum depth is reached when exit_color_on is true
(Plugin)
(TextureFloat)
(float)
(TextureFloat)
(float)
(int)
(int)
(float)
(int)
(int)
(int)
(float)
(float)
(int)
Deprecated. Legacy hair shader. Use BRDFHair3 or even better BRDFHair4 instead. [gpuSupport=(none)]
(Texture)
(float)
(Texture)
: Diffuse color override; if set - hair color data is ignored.
Deprecated. Legacy hair shader. Use BRDFHair3 or even better BRDFHair4 instead. [gpuSupport=(none)]
(Texture)
(Texture)
: Absorption coeficient, controls the color of the hair
(float)
: Index of refraction for the hair
(float)
: Multiplier for the Diffuse component
(float)
: Multiplier for the R lobe
(float)
: Longitudinal shift for the R lobe
(float)
: Longitudinal width (stddev.) for the R lobe
(float)
: Multiplier for the TT lobe
(float)
: Longitudinal shift for the TT lobe
(float)
: Longitudinal width (stddev.) for the TT lobe
(float)
: Multiplier for the TRT lobe
(float)
: Longitudinal shift for the TRT lobe
(float)
: Longitudinal width (stddev.) for the TRT lobe
(float)
: Glint scale factor 0.5 to 5.0
(float)
: Azimuthal width of the caustic from 10 to 25 degrees
(float)
: Fade range for caustic merge (0.2 to 0.4)
(float)
: Caustic intensity limit
Hair shader based on the Disney paper "An Artist Friendly Hair Shading System" [gpuSupport=(partial)]
(Texture)
: Overall color multiplier
(Texture)
: Transparency
(Texture)
: Diffuse hair color
(TextureFloat)
: Multiplier for the diffuse color
(Texture)
: Primary specular color
(TextureFloat)
: Multiplier for the primary specular color
(TextureFloat)
: Primary glossiness
(boolean)
: true to derive the secondary specular color from the transmission color
(Texture)
: Secondary specular color
(TextureFloat)
: Multiplier for the secondary specular color
(TextureFloat)
: Secondary glossiness
(Texture)
: Transmission color
(TextureFloat)
: Multiplier for the transmission color
(TextureFloat)
: Transmission glossiness along strand length
(TextureFloat)
: Transmission glossiness across strand width
(boolean)
: true to always compute the material as opaque for shadow rays
(boolean)
: true to always compute the material as opaque for GI rays
(boolean)
: true to use a simpler and less precise representation of the BRDF for GI rays
(boolean)
: true to use the light cache/irradiance map; false to always use brute force GI for the hair
(boolean)
: true to put transmission in specular render elements for compositing with light select.
(float)
: A multiplier for the direct lighting of the hair; could be useful to brighten up the result when not using GI
Artist friendly hair shader based on the Disney paper "A Practical and Controllable Hair and Fur Model for Production Path Tracing" [gpuSupport=(partial)]
(TextureFloat)
: The melanin content of the hair fibre. 0 corresponds to white hair, 0.1-0.2 blonde, 0.3-0.4 red, 0.5-0.8 brown and 0.8-1.0 black hair.
(TextureFloat)
: The redness (pheomelanin content) of the hair fibre as fraction of all melanin. 1.0 makes the hair redder.
(Texture)
: Color tint to apply to the hair.
(Texture)
: Transparency
(Texture)
: Diffuse hair color
(TextureFloat)
: Multiplier for the diffuse color
(TextureFloat)
: The glossiness along the hair strand. It primarily controls the width of the highlight, essentially how shiny the hair appears.
(TextureFloat)
: Additional scaling factor to boost the primary reflection glossiness. This can be useful for reproducing the effect of shiny coating on rough looking fur.
(TextureFloat)
: The glossiness across the hair strand. It controls the overall softness of the hair.
(TextureFloat)
: How much the highlights are shifted along the hair by the cuticles on the hair fibre. Values in the range 2-4 are typical for human hair.
(TextureFloat)
: Hair index of refration. The animal cuticle scales often form a layered structure, resulting in increased primary reflection. This can be modeled with higher index of refraction. The typical value for human hair is 1.55.
(float)
: The strength of the second more focused colored highlight.
(float)
: The amount of random variation along the strand applied to the colored highlights.
(float)
: The strength of the primary reflection non-uniformity. Induces more focused reflection, which is randomly perturbed along the strand. More pronounced with hard lightning produced by small or collimated light sources.
(float)
: The size of the glitter perturbation pattern. Increasing the value will prolong the pattern.
(float)
: The units scale factor of the distance along the strand. Internally the variation along the strand is set in real world units. This parameter allows to correct the appearance for hair not modeled in real world scale. Values below 1.0 will shrink the variation pattern, while values above 1.0 will elongate it.
(float)
: Adds a random offset to the melanin content of the hair.
(float)
: Adds a random offest to the hue of the Dye color.
(float)
: Adds a random offest to the saturation of the Dye color.
(float)
: Adds a random offest to the value of the Dye color.
(TextureFloat)
: The frequency at which gray hairs appear.
(float)
: Adds a random offset to the glossiness of the hair.
(float)
: Adds a random offset to the softness of the hair.
(float)
: Adds a random offset to the Highlight shift.
(float)
: Adds a random offset to the Index of refration.
(float)
: Adds a random offset to the hair tangent. Note that this value is scene scale dependent.
(Texture)
: Color tint to apply to the primary specular component.
(Texture)
: Color tint to apply to the secondary specular component.
(Texture)
: Color tint to apply to the transmission component.
(int)
: The number of indirect bounces used to compute the effect of the multiple scattering. It can significantly affect the hair appearance, especially for light colored hairs. The number of bounces necessary can vary from 5 for dark colored hairs, to 30 and more for light colored ones.
(int)
(boolean)
: When enabled, V-Ray will try to compensate energy loss due to insufficient ray bounces.
Experimental BRDF using csv files from a material scanner. Extends BRDFCSV with coating and flakes. [gpuSupport=(none)]
(Color)
(Texture)
(float)
(float)
(boolean)
(boolean)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(int)
: Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
(Texture)
: The color to use when the maximum depth is reached
(float)
: How much to dim reflection as length of rays increases
(boolean)
: True to enable dim distance
(float)
: Fall off for the dim distance
(int)
: Determines if the glossy rays are treated by V-Ray as GI rays: 0 - never; 1 - only for rays that are already marked as GI rays; 2 - always
(int)
(String)
(Color)
(String)
(Texture)
(TextureFloat)
(TextureFloat)
: The glossiness of the coat layer
(TextureFloat)
: Bump texture for the coat layer
(Texture)
: Bump texture for the coat layer (color version)
(TextureFloat)
: Bump amount for the coat layer
(int)
: The type of bump mapping (see BRDFBump for more details)
(int)
: Toggle reflections for coat layer
(int)
(int)
: Enabled layers ORmask (1 - base, 2 - flakes, 4 - coat)
(float)
: Flake scale - aparent flakes size in the real world
(float)
: Flake size multiplier (larger values = more flake overlap)
(int)
: Toggle reflections for flake layer
(int)
(float)
: Flake glossiness (only if reflections are enabled)
(Texture)
: Environment override texture
(int)
Wrapper for layering other BRDFs with weights. Use BRDFVRayMtl instead if you have up to one each of: diffuse, reflective and refractive BRDF. [gpuSupport=(partial)]
(List<Plugin>)
(List<Texture>)
(List<float>)
: The opacity of each coat texture
(Color)
(Texture)
(float)
(int)
: Weight for the material layers. 0 = Default, 1 = Additive. 2 and 3 used by RT GPU only (2 = MDL normalize, 3 = MDL clamp max)
(List<Plugin>)
: Render channels the result of this BRDF will be written to
Self-illuminating BRDF. The exact color value goes into the image (no 'shading'). Do not use instead of proper light sources. [gpuSupport=(partial)]
(Texture)
: The self-illumination color
(TextureFloat)
: Color Multiplier
(Texture)
: Transparency of the BRDF
(boolean)
: If false, the light color is black for back-facing surfaces
(boolean)
: Emit on back side
(List<Plugin>)
: Render channels the result of this BRDF will be written to
(boolean)
: Compensate camera exposure
(boolean)
: When enabled the color of the light brdf is multiplied by the brdf's opacity ( inverse of the brdf's transparency )
(boolean)
: When enabled, the light emission affects GI rays and illuminates the scene
(boolean)
: Invert transparency (transparency is opacity).
Simple specular reflection BRDF [gpuSupport=(partial)]
(Color)
(Texture)
: Base color texture
(float)
(Color)
(Texture)
: Base transparency texture
(float)
(float)
(boolean)
(boolean)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(int)
: Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
(Texture)
: The color to use when the maximum depth is reached
(boolean)
: True to enable dim distance
(float)
: How much to dim reflection as length of rays increases
(float)
: Fall off for the dim distance
Compatibility BRDF for materials imported from Unity [gpuSupport=(full)]
(Color)
: Multiplier for the 'albedo' texture.
(Texture)
: The base color is used as the main reflection color for both the dielectric and metallic sub-materials.
(TextureFloat)
: The metallic amount defines the mix between the dielectric and metallic sub-materials. 0.0 - only dieletric (diffuse + white specular with fresnel).1.0 - only metallic (tinted specular with NO fresnel).
(TextureFloat)
: Smoothness for both the dielectric and metallic sub-materials. Same as V-Ray glossiness.
(Color)
: Multiplier for the 'emissive' texture.
(Texture)
: Emission color.
(float)
: Multiplier for the emissive color.
(float)
: Incident fresnel reflection amount for the dielectric sub-material.
(int)
: Number of reflection rays. This is the square of the V-Ray subdivs parameter.
(Texture)
: This map is NOT used when rendering with V-Ray. The purpose of this parameter is to facilitate export/import to/from a .vrscene of the ambient occlusion map.
Compatibility BRDF for materials imported from Unreal [gpuSupport=(full)]
(Texture)
: The base color is used as the main reflection color for both the dielectric and metallic sub-materials.
(TextureFloat)
: The metallic amount defines the mix between the dielectric and metallic sub-materials. 0.0 - only dieletric (diffuse + white specular with fresnel).1.0 - only metallic (tinted specular with NO fresnel).
(TextureFloat)
: Incident specular amount for the dielectric sub-material.
(TextureFloat)
: Roughness for both the dielectric and metallic sub-materials.
(Texture)
: Emission color.
(TextureFloat)
: Opacity of the whole material.
(int)
: Number of reflection rays. This is the square of the V-Ray subdivs parameter.
(Texture)
: This map is NOT used when rendering with V-Ray. The purpose of this parameter is to facilitate export/import to/from a .vrscene of the ambient occlusion map.
Wrapper for other BRDF plugins that adds multiple bump/normal maps [gpuSupport=(none)]
(Plugin)
: Base BRDF
(Texture)
: Bump texture
(TextureFloat)
: Bump multipler 0
(int)
: A list with the type of the maps (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(Texture)
: Bump texture
(TextureFloat)
: Bump multipler 0
(int)
: A list with the type of the maps (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(Texture)
: Bump texture
(TextureFloat)
: Bump multipler 0
(int)
: A list with the type of the maps (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(Texture)
: Bump texture
(TextureFloat)
: Bump multipler 0
(int)
: A list with the type of the maps (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(Plugin)
: The uvw generator for the normal map texture when map_type is 1.
BRDF with the popular but simplistic Phong reflection model. Consider using BRDFVRayMtl with type Phong instead. [gpuSupport=(partial)]
(Color)
(Texture)
: Base color texture
(float)
(Color)
(Texture)
: Base transparency texture
(float)
(float)
(boolean)
(boolean)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(int)
: Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
(Texture)
: The color to use when the maximum depth is reached
(boolean)
: True to enable dim distance
(float)
: How much to dim reflection as length of rays increases
(float)
: Fall off for the dim distance
(float)
(TextureFloat)
(float)
(float)
(TextureFloat)
(float)
(int)
(int)
: Determines if the glossy rays are treated by V-Ray as GI rays: 0 - never; 1 - only for rays that are already marked as GI rays; 2 - always
(float)
: Soften edge of the BRDF at light/shadow transition
(int)
(int)
(int)
(float)
(float)
(int)
Experimental measured BRDF plugin [gpuSupport=(none)]
(Color)
(Texture)
(float)
(Color)
(Texture)
(float)
(float)
(int)
(boolean)
(Plugin)
(int)
: Number of d_theta samples
(int)
: Number of d_phi samples (1 means isotropic BRDF)
(boolean)
: true to use importance sampling for the reflections
(int)
: Resolution for the resampling of the BRDF used for importance sampling of reflections
(int)
: Number of terms to decompose the view-dependent portion of the resampling matrix
(int)
: Number of terms to decompose the half-angle portion of the resampling matrix
Scanned material BRDF plugin for VRay
(String)
(Texture)
: Paint replacement color
(Texture)
: Filter color
(Texture)
: Clear Coat Multiplier
(Plugin)
(float)
: Global multiplier for U and V coordinates.
(List<int>)
: All parameters serialized to a binary param block
(int)
: Option to disable the texturing
(float)
: Inverse gamma factor
(float)
: Saturation control
(float)
: Displacement and parallax multiplier
(Color)
: Multiplier filter color
(Transform)
: UV mapping transformation
(float)
: Altitude sensitive Bump multiplier, applied gradually below the bumpstart altitude
(float)
: The altitude where the Bump multiplier starts to appear
(float)
: Stop tracing ray weight
(int)
: UV mapping channel
(int)
: Limit of the ray depth
(float)
: Clear coat index of refraction
(int)
: Enable the direct light response of the clear coat
(float)
: Clear coat bump multiplier
(int)
: Disable the importance sampler, all the rays are spawned uniformly
(int)
: Render the material on both the geometry sides
(int)
: Enable the the edge displacement
(int)
: Disample the transparency/translucency
(float)
: Strength of the paint replacement filter
(float)
: Strength of the multiplier filter
(int)
: Disable the use of cached light regardless of the selected GI engine
(float)
: Introduce coloring of the clear coat reflections by the underlaying material
(float)
: Clear coat reflections general multiplier
(int)
: Triplanar control flags, 1 enable, 2 random offset, 4 random rotation
(int)
: Colorless GI switch, used when the paint will be replaced on post
(float)
: Clear coat glossiness in rad^-1 units
(float)
: Clear coat glossiness fall off variation
(float)
: SSS multiplier, the bigger value increases the scattering distance
(int)
: UV mapping control flags (mirror alternating)
(int)
: Enable flags of the maps (ior,filter,paint)
Sub-surface scattering based on random walk SSS [gpuSupport=(none)]
(Texture)
: Overall multiplier for both the color and the scatter color.
(int)
: The color mode (0 - diffuse reflectance and scatter radius, 1 - scatter coefficient and fog color).
(Texture)
: Color.
(Texture)
: Scatter color (radii for red/green/blue scattering).
(float)
: Scatter radius.
(TextureFloat)
: Radius multipler between 0 and 1.
(float)
: Phase function (-1.0 is backward scattering, 0.0 is isotropic, 1.0 is forward scattering).
(int)
: Number of scatter bounces.
(int)
: Subdivs when using local subdivisions.
(float)
: Multiplier for the direct lighting on the volume. A value of 1.0 is physically accurate; larger values may be used to make the volume appear brighter.
Subsurface scattering BSDF with three depth layers designed for skin shading [gpuSupport=(none)]
(float)
: Values below 1.0 will make the object look as if it is bigger. Values above 1.0 will make it look as if it is smaller
(TextureFloat)
: The maximum summed weight of the SSS components
(TextureFloat)
: The maximum summed weight of the reflection components
(Texture)
: Opacity
(Texture)
(TextureFloat)
(Texture)
(TextureFloat)
(TextureFloat)
: The radius for shallow scattering, in cm
(Texture)
(TextureFloat)
(TextureFloat)
: The radius for medium scattering, in cm
(Texture)
(TextureFloat)
(TextureFloat)
: The radius for deep scattering, in cm
(Texture)
(TextureFloat)
(TextureFloat)
(int)
(boolean)
(float)
(Texture)
(TextureFloat)
(TextureFloat)
(int)
(boolean)
(float)
(int)
: The algorithm used to compute multiple scattering: 0 - prepass-based illumination map; 1 - object space illumination map; 2 - raytraced; 3 - none (diffuse approx.)
(boolean)
: true to enable scattering of GI rays
(boolean)
: true to scatter SSS textures when using raytraced scattering
(int)
(int)
: Sampling density for the illumination map
(int)
: 0 to calculate a separate illuminataion map for this shader; otherwise all shaders with the same prepass ID will share the same illumination map
(float)
: Interpolation accuracy for the illumination map; normally 1.0 is fine.
(boolean)
(float)
(float)
: An offset along the geometric surface normal at which to perform shading in order to avoid surface acne.
(boolean)
(float)
(Color)
(Color)
(boolean)
(int)
(float)
(List<Plugin>)
: Render channels the result of this BRDF will be written to
Deprecated. Legacy subsurface scattering shader. Use BRDFSSS2/Complex or BRDFSkinComplex instead. [gpuSupport=(none)]
(Color)
(Texture)
(float)
(Color)
(Texture)
(float)
(float)
(TextureFloat)
(float)
(int)
(float)
(float)
(float)
BSDF with only the subsuface scattering layer of the BRDFSSS2Complex shader [gpuSupport=(partial)]
(int)
: Sampling density for the illumination map
(float)
: Interpolation accuracy for the illumination map; normally 1.0 is fine.
(float)
: Values below 1.0 will make the object look as if it is bigger. Values above 1.0 will make it look as if it is smaller
(float)
(Texture)
(Texture)
: This is measured in centimeters
(TextureFloat)
: The scatter radius will be multiplied by this number
(int)
(float)
(int)
: How to compute single scattering (0 - off; 1 - approximation; 2 - raytraced (solid); 3 - raytraced (volumetric); 4 - only provide a volume, BRDF itself is transparent
(boolean)
(boolean)
(boolean)
(float)
(float)
(int)
: 0 to calculate a separate illuminataion map for this shader; otherwise all shaders with the same prepass ID will share the same illumination map
(boolean)
: Set to true to apply the inverse of gamma correction
(int)
: Determines the meaning of the two colors: 0 - diffuse surface reflectance and scatter radius; 1 - scatter coefficient and fog color
(int)
(float)
(float)
: An offset along the geometric surface normal at which to perform shading in order to avoid surface acne.
(int)
(float)
(Color)
(Color)
A layered BSDF with subsuface scattering, diffuse, reflective and transparency components [gpuSupport=(partial)]
(float)
: Values below 1.0 will make the object look as if it is bigger. Values above 1.0 will make it look as if it is smaller
(float)
(TextureFloat)
: Opacity texture
(Texture)
(Texture)
(TextureFloat)
(Texture)
: This parameter has different effect based on the color mode value: 0 - Sub-surface color: Specifies the general color for the sub-surface layer of the material; 1 - Scatter Coefficient: Specifies the outside color for the sub-surface layer of the material and also affects its outer translucency
(Texture)
: This parameter has different effect based on the color mode value: 0 - Scatter Color: Specifies the internal scattering color for the material; 1 - Fog Color: Specifies the inside or backlit color of the object and affects its inner translucency
(TextureFloat)
: The scatter color will be multiplied by this number
(float)
: Specifies a value between -1.0 and 1.0 that determines the general way light scatters inside the material. A value of 0.0 means that light scatters uniformly in all directions (isotropic scattering). Positive values mean that light scatters predominantly forward. Negative values mean that light scatters mostly backward.
(int)
: Determines the meaning of the sub surface color and scatter radius parameters: 0 - sub-surface color and scatter color (radius); 1 - scatter coefficient and fog color
(Texture)
: Specifies the specular color for the material.
(TextureFloat)
: Specifies the strength of the specular component for the material.
(TextureFloat)
: Determines the glossiness (highlights shape). A value of 1.0 produces sharp reflections, lower values produce more blurred reflections and highlights.
(int)
(float)
: Specifies a threshold below which reflections are not traced.
(boolean)
: Enables the calculations of glossy reflections. When disabled, only highlights are calculated.
(int)
: Specifies the number of reflection bounces for the material.
(int)
: 0 - Prepass-based illumination map; 1 - Object-based illumination map; 2 - Raytraced; 3 - None (diffuse approx.);
(int)
: Sampling density for the illumination map
(int)
: 0 to calculate a separate illuminataion map for this shader; otherwise all shaders with the same prepass ID will share the same illumination map
(int)
: Prepass mode: 0 - calculate new irradiance map for each frame (meaningless in RT); 1 - calculate and save map for each frame (meaningless in RT); 2 - load saved irradiance map for each frame; 3 - calculate and save map only for the first rendered frame; 4 - load saved irradiance map on the first rendered frame only
(String)
: File path template for saved irradiance map files, frame number is appended for modes 1 and 2.
(boolean)
: If this parameter is true then 'Samples per unit area' will be computed automatically.
(float)
(float)
: An offset along the geometric surface normal at which to perform shading in order to avoid surface acne.
(boolean)
(float)
(Color)
(Color)
(int)
: Controls how the single scattering component is calculated. 0 - None: No single scattering component is calculated; 1 - Simple: Approximates the single scattering component from the surface lighting; 2 - Raytraced (solid): Accurately calculates the single scattering component by sampling the volume inside the object. Only the volume is raytraced; no refraction rays on the other side of the object are traced; 3 - Raytraced (refractive): Similar to the Raytraced (solid) mode, but in addition refraction rays are traced
(int)
: Single scatter subdivisions
(int)
(boolean)
(boolean)
(boolean)
(float)
: Interpolation accuracy for the illumination map; normally 1.0 is fine.
(float)
(boolean)
: When enabled, the shader will bleed SSS between all objects in the scene; when disabled, only objects with the same raytrace SSS ID are considered.
(List<Plugin>)
: Render channels the result of this BRDF will be written to
(boolean)
: Set to true to apply the inverse of gamma correction
This BRDF provides highly efficient and controllable flakes/glitters for materials like snow, metallic paints etc. [gpuSupport=(partial)]
(boolean)
: Turn on the stochastic flakes. If this option is off, the underlying smooth distribution is used.
(int)
: The square root of the number of flakes per unit area in the texture space.
(TextureFloat)
(float)
: The angle of the cone, in which flakes transfer light. The more narrow the angle the sharper the flakes.
(int)
(Texture)
: Flakes reflection filter color.
(int)
: The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
(Plugin)
: If specified and mapping type is Explicit mapping channel, will be used instead of map_channel.
(int)
: The mapping channel when the mapping_type is 0
(float)
: Locally scale the flakes pattern.
(int)
: BRDF type (0 - Beckmann, 1 - GGX)
(int)
: Seed generating completely different random pattern
(int)
: Colored flakes option (0 - Off, 1 - Random hue, 2 - Random from map)
(float)
: Flake color saturation
(float)
: Flake color lightness
(Texture)
: Texture to sample random flake colors. The u coordinate is sampled in uv space.
(boolean)
: Normalize flakes colors to be white (1, 1, 1) on avarage.
(int)
: The subdivisions of a unit square in texture space. Increase only if you observe square-like artefacts in zoomed regions.
(float)
: Number of flakes per pixel, below which the smooth distribution is not computed and blended.
(float)
: Number of flakes per pixel, above which only the smooth distribution is computed.
Cloth and fabric BRDF
(String)
: File path to pattern file
(float)
: Scale factor for u coordinate
(float)
: Scale factor for v coordinate
(float)
: Rotation of the uv coordinates
(List<TextureFloat>)
: How much each visible yarn segment gets bent.
(List<TextureFloat>)
: Width of yarn.
(List<TextureFloat>)
: How strongly to simulate the twisting nature of the yarn. Usually synthetic yarns, such as polyester, have less twist than organic yarns, such as cotton.
(List<TextureFloat>)
: Alpha value. Constant term to the fiber scattering function.
(List<TextureFloat>)
: Beta value. Directionality intensity of the fiber scattering function.
(List<Texture>)
: Color of the specular reflections. This will implicitly affect the strength of the diffuse reflections.
(List<TextureFloat>)
: Factor to multiply specular color with.
(List<TextureFloat>)
: Noise on specular reflections.
(List<TextureFloat>)
: Width over which to average the specular reflections. Gives wider highlight streaks on the yarns.
(List<Texture>)
: Diffuse color.
(List<TextureFloat>)
: Factor to multiply diffuse color with.
(List<boolean>)
(List<boolean>)
(List<boolean>)
(List<boolean>)
(List<boolean>)
(List<boolean>)
(List<boolean>)
(List<boolean>)
(List<boolean>)
(List<boolean>)
(List<boolean>)
BRDF for cartoon style (a.k.a. Cel) shading with flat color and sudden transitions [gpuSupport=(none)]
(int)
: Choose between grayscale (0) or colored (1) opacity.
(TextureFloat)
: The opacity of the material
(Texture)
: The color opacity map of the material
(int)
: The opacity mode (0 - Normal, 1 - Clip, 2 - Stochastic)
(Texture)
: The diffuse color of the material
(TextureFloat)
: The roughness of the diffuse part of the material
(int)
: The roughness model. 0 - Gamma-based; 1 - Oren-Nayar
(Texture)
: The self-illumination color of the material
(boolean)
: True if the self-illumination should affect GI
(boolean)
: True if the camera exposure should be compensated for self-illumination
(int)
: The BRDF type (0 - Phong, 1 - Blinn, 2 - Ward, 3 - VRay (deprecated, do not use), 4 - GGX)
(Texture)
: The reflection color (per-channel reflection factor) of the material
(TextureFloat)
: The glossiness of the reflections
(TextureFloat)
: The glossiness of the hilights
(boolean)
: True to use the reflection glossiness also for hilights (hilight_glossiness is ignored)
(TextureFloat)
: How much to increase/decrease the tail of the glossy highlight when using GGX reflection model
(boolean)
: True to enable Fresnel reflections (angle dependent reflection amount)
(TextureFloat)
: The ior for calculating the Fresnel term
(boolean)
: True to use the refraction ior also for the Fresnel term (fresnel_ior is ignored)
(TextureFloat)
: When this is 0.0, the material uses dielectric reflections, and when it is 1.0, metallic reflections are used.
(int)
: 0: No GTR energy compensation, 1: GTR energy compensation with color sharpening, 2: GTR energy compensation without color sharpening.
(int)
: Subdivs for glossy reflectons
(boolean)
: true to trace reflections and false to only do hilights
(int)
: The maximum depth for reflections
(Color)
: The color to use when the maximum depth is reached
(float)
: How much to soften hilights and reflections at grazing light angles
(int)
: Determines how reflections affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated
(TextureFloat)
: Weight of the reflection (specular) component
(boolean)
: True to enable dim distance
(float)
: How much to dim reflection as length of rays increases
(float)
: Fall off for the dim distance
(TextureFloat)
: The anisotropy for glossy reflections, from -1 to 1 (0.0 is isotropic reflections)
(TextureFloat)
: The rotation of the anisotropy axes, from 0.0 to 1.0
(int)
: What method to use for deriving anisotropy axes (0 - local object axis; 1 - a specified uvw generator)
(int)
: Which local object axis to use when anisotropy_derivation is 0. (0 - X; 1 - Y; 2 - Z)
(Plugin)
: The uvw generator to use for anisotropy when anisotropy_derivation is 1
(boolean)
: If true, the new phisically correct GTR anisotropy is used. Otherwise, the old anisotropy that applies to all brdf types is used.
(boolean)
: true to enable thin film reflections.
(float)
: The minimum thickness of the thin film layer in nanometers.
(float)
: The maximum thickness of the thin film layer in nanometers.
(TextureFloat)
: The blend between the minimum and maximum thin film thickness.
(TextureFloat)
: The index of refraction of the thin film.
(Texture)
: The refraction color of the material. In other words, relative amount of transmitted light for each color channel.
(TextureFloat)
: The index of refraction
(TextureFloat)
: Glossiness for refractions
(int)
: Subdivs for glossy refractions
(boolean)
: 1 to trace refractions; 0 to disable them
(int)
: The maximum depth for refractions
(boolean)
: If false, when the maximum refraction depth is reached, the material is assumed transparent, instead of terminating the ray
(Color)
: The color to use when maximum depth is reached when refract_exit_color_on is true
(int)
: Determines how refractions affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated
(boolean)
: True to enable the refraction to affect the shadows cast by the material (as transparent shadows)
(boolean)
: True to enable dispersion
(float)
: Abbe value
(boolean)
: True to enable thin-walled refraction
(Color)
: The absorption (fog) color
(Texture)
: The absorption (fog) color texture
(float)
: Multiplier for the absorption
(TextureFloat)
: Multiplier for the scatter radius. Has the inverse effect as fog_mult and is combined with it.
(float)
: Bias for the absorption
(boolean)
: Enable unit scale multiplication, when calculating absorption. When this is enabled, the fog multiplier is in cm^-1. When this is disabled, the fog multiplier is in scene_units^-1.
(int)
: Translucency mode (0 - None; 1 - Hard (wax) model; 2 - Soft (water) model; 3 - Hybrid model; 4 - Volumetric translucency; 5 - Volumetric (water) model; 6 - SSS (wax) model)
(Texture)
: Filter color for the translucency effect
(float)
: A multiplier for the calculated lighting for the translucency effect
(float)
: Scatter direction (0.0f is backward, 1.0f is forward)
(float)
: Scattering cone (0.0f - no scattering, 1.0f - full scattering
(float)
: Maximum distance to trace inside the object
(TextureFloat)
: Translucency amount for volumetric or SSS translucency
(int)
: Determines how direct illumination is computed for sub-surface scattering. The uniform method spreads light more uniformly inside the material and is faster for skin etc. The directional method tends to propagate more light in the direction from which it illuminates the surface. The directional method requires the 'affect shadows' option to be enabled so that shadows extend below the surface; this method may also produce a faceted look on low-poly objects.
(int)
: Shading model to use (0 - V-Ray, 1 - OpenPBR)
(boolean)
: true if the material is double-sided
(boolean)
: true to compute reflections for back sides of objects
(int)
: Specifies when to treat GI rays as glossy rays (0 - never; 1 - only for rays that are already GI rays; 2 - always
(float)
: Specifies a cutoff threshold for tracing reflections/refractions
(boolean)
: false to perform local brute-force GI calculatons and true to use the current GI engine
(int)
: Energy preservation mode for reflections and refractions (0 - color, 1 - monochrome)
(boolean)
: true to fix dark edges for glossy reflections with low samples; only set this to false for compatibility with older versions
(boolean)
: true to enable glossy Fresnel
(boolean)
: true to invert all glossiness values and use roughness instead
(boolean)
: True to use the 'environment override' texture.
(Texture)
: Environment override texture
(int)
: Environment override priority (used when several materials override it along a ray path)
(boolean)
: This is deprecated and will be removed. This has no effect
(int)
(int)
(float)
(float)
(int)
(boolean)
: This is deprecated and will be removed. This has no effect
(int)
(int)
(float)
(float)
(int)
(List<Plugin>)
: Render channels in which the result of this material will be written to.
(Plugin)
: Volume to use for this material. This parameter will make the material ignore the fog and translucency parameters.
(Texture)
: The sheen color of the material
(TextureFloat)
: Value controlling both the amount of dimming and the intensity of the specular highlight of the sheen layer
(TextureFloat)
: The glossiness of the sheen layer of the material
(Texture)
: The coat color of the material
(TextureFloat)
: Value controlling both the amount of dimming and the intensity of the specular highlight of the coat layer
(TextureFloat)
: The glossiness of the coat layer of the material
(TextureFloat)
: The index of refraction of the coat layer of the material
(boolean)
: Lock the coat bump map to the base bump map
(TextureFloat)
: The anisotropy for coat reflections, from -1 to 1 (0.0 is isotropic reflections)
(TextureFloat)
: The rotation of the coat anisotropy axes, from 0.0 to 1.0
(TextureFloat)
: Coat darkening factor for the base diffuse and reflection layers
(Texture)
: Base bump map
(TextureFloat)
: Bump amount
(int)
: The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(Texture)
: Coat bump map
(TextureFloat)
: Coat bump amount
(int)
: The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(String)
: Light path expressions material label which can be used to identify the material
(List<float>)
(List<int>)
: 0:None; 1:Linear; 2:Smooth; 3:Spline
(List<Texture>)
: Zone color.
(Plugin)
: If this parameter is set, it will be used instead of diffuse_positions, diffuse_interpolations and diffuse_colors to provide an external gradient.
(TextureFloat)
: Diffuse gradation offset
(float)
(List<float>)
(List<int>)
: 0:None; 1:Linear; 2:Smooth; 3:Spline
(List<Texture>)
: Zone color.
(Plugin)
: If this parameter is set, it will be used instead of specular_positions, specular_interpolations and specular_colors to provide an external gradient.
(boolean)
(Texture)
: Shadow color
(float)
(boolean)
(Texture)
: Light color
(int)
: 0:None; 1:Normal; 2:Over; 3:Add; 4:Subtract; 5:Multiply; 6:Lighten; 7:Darken; 8:Saturate; 9:Desaturate; 10:Illuminate
(TextureFloat)
: Light Blend Intensity
(int)
: 0:Shape; 1:Texture
(TextureFloat)
: Highlight mask
(List<float>)
(List<int>)
: 0:None; 1:Linear; 2:Smooth; 3:Spline
(List<TextureFloat>)
: Highlight shape
(Plugin)
: If this parameter is set, it will be used instead of highlight_positions, highlight_interpolations and highlight_values to provide an external gradient for the shape of the highlight.
(float)
(float)
(float)
(int)
: 0:Object ID; 1:Material ID
(List<int>)
(List<Texture>)
: Transparency values
(boolean)
: Enable overriding the toon edge settings for the V-Ray Toon atmospheric objects in the scene.
(int)
: Priority of this material's toon edges.
(Texture)
: The outer color texture of the cartoon line.
(TextureFloat)
: Cartoon line width texture.
(boolean)
: Use separate color/width parameters for the inner edges.
(Texture)
: The color of the cartoon line at inner edges.
(TextureFloat)
: Cartoon line width texture at inner edges.
(TextureFloat)
: This determines when outer edges will be created for overlapping parts of one and the same object.
(TextureFloat)
: This determines when lines will be created for parts of the same object with varying surface normals (for example, at the inside edges of a box). A value of 0.0 means that only 90 degrees or larger angles will generate internal lines. Higher values mean that more smooth normals can also generate an edge. Don't set this value to pure 1.0 as this will fill curved objects completely.
(TextureFloat)
: This determines when inner edges will be created for overlapping parts of one and the same object.
(float)
: This determines when inner edges will be created according to the extra texture.
(Texture)
: This allows additional inner edges to be drawn where the texture changes sharply.
Wrapper for other BRDF plugins that adds override for VolumeVRayToon
(Plugin)
: Base BRDF
(Color)
: The outer color of the cartoon line.
(Texture)
: The outer color texture of the cartoon line.
(float)
: Cartoon line width.
(TextureFloat)
: Cartoon line width texture.
(boolean)
: Use same lineColor/Width param values for both silhouette and inner edges.
(Color)
: The color of the cartoon line at inner edges.
(Texture)
: The color of the cartoon line at inner edges.
(float)
: Cartoon line width of inner lines.
(TextureFloat)
: Cartoon line width texture at inner edges.
(float)
: This determines when outer edges will be created for overlapping parts of one and the same object.
(float)
: This determines when lines will be created for parts of the same object with varying surface normals (for example, at the inside edges of a box). A value of 0.0 means that only 90 degrees or larger angles will generate internal lines. Higher values mean that more smooth normals can also generate an edge. Don't set this value to pure 1.0 as this will fill curved objects completely.
(float)
: This determines when inner edges will be created for overlapping parts of one and the same object.
(float)
: Opacity of the cartoon line.
(TextureFloat)
: Opacity texture of the cartoon line.
General purpose energy preserving BRDF with one diffuse, reflective and refractive layer. Recommended unless you have specific needs it doesn't cover. [gpuSupport=(partial)]
(int)
: Choose between grayscale (0) or colored (1) opacity.
(TextureFloat)
: The opacity of the material
(Texture)
: The color opacity map of the material
(int)
: The opacity mode (0 - Normal, 1 - Clip, 2 - Stochastic)
(Texture)
: The diffuse color of the material
(TextureFloat)
: The roughness of the diffuse part of the material
(int)
: The roughness model. 0 - Gamma-based; 1 - Oren-Nayar
(Texture)
: The self-illumination color of the material
(boolean)
: True if the self-illumination should affect GI
(boolean)
: True if the camera exposure should be compensated for self-illumination
(int)
: The BRDF type (0 - Phong, 1 - Blinn, 2 - Ward, 3 - VRay (deprecated, do not use), 4 - GGX)
(Texture)
: The reflection color (per-channel reflection factor) of the material
(TextureFloat)
: The glossiness of the reflections
(TextureFloat)
: The glossiness of the hilights
(boolean)
: True to use the reflection glossiness also for hilights (hilight_glossiness is ignored)
(TextureFloat)
: How much to increase/decrease the tail of the glossy highlight when using GGX reflection model
(boolean)
: True to enable Fresnel reflections (angle dependent reflection amount)
(TextureFloat)
: The ior for calculating the Fresnel term
(boolean)
: True to use the refraction ior also for the Fresnel term (fresnel_ior is ignored)
(TextureFloat)
: When this is 0.0, the material uses dielectric reflections, and when it is 1.0, metallic reflections are used.
(int)
: 0: No GTR energy compensation, 1: GTR energy compensation with color sharpening, 2: GTR energy compensation without color sharpening.
(int)
: Subdivs for glossy reflectons
(boolean)
: true to trace reflections and false to only do hilights
(int)
: The maximum depth for reflections
(Color)
: The color to use when the maximum depth is reached
(float)
: How much to soften hilights and reflections at grazing light angles
(int)
: Determines how reflections affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated
(TextureFloat)
: Weight of the reflection (specular) component
(boolean)
: True to enable dim distance
(float)
: How much to dim reflection as length of rays increases
(float)
: Fall off for the dim distance
(TextureFloat)
: The anisotropy for glossy reflections, from -1 to 1 (0.0 is isotropic reflections)
(TextureFloat)
: The rotation of the anisotropy axes, from 0.0 to 1.0
(int)
: What method to use for deriving anisotropy axes (0 - local object axis; 1 - a specified uvw generator)
(int)
: Which local object axis to use when anisotropy_derivation is 0. (0 - X; 1 - Y; 2 - Z)
(Plugin)
: The uvw generator to use for anisotropy when anisotropy_derivation is 1
(boolean)
: If true, the new phisically correct GTR anisotropy is used. Otherwise, the old anisotropy that applies to all brdf types is used.
(boolean)
: true to enable thin film reflections.
(float)
: The minimum thickness of the thin film layer in nanometers.
(float)
: The maximum thickness of the thin film layer in nanometers.
(TextureFloat)
: The blend between the minimum and maximum thin film thickness.
(TextureFloat)
: The index of refraction of the thin film.
(Texture)
: The refraction color of the material. In other words, relative amount of transmitted light for each color channel.
(TextureFloat)
: The index of refraction
(TextureFloat)
: Glossiness for refractions
(int)
: Subdivs for glossy refractions
(boolean)
: 1 to trace refractions; 0 to disable them
(int)
: The maximum depth for refractions
(boolean)
: If false, when the maximum refraction depth is reached, the material is assumed transparent, instead of terminating the ray
(Color)
: The color to use when maximum depth is reached when refract_exit_color_on is true
(int)
: Determines how refractions affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated
(boolean)
: True to enable the refraction to affect the shadows cast by the material (as transparent shadows)
(boolean)
: True to enable dispersion
(float)
: Abbe value
(boolean)
: True to enable thin-walled refraction
(Color)
: The absorption (fog) color
(Texture)
: The absorption (fog) color texture
(float)
: Multiplier for the absorption
(TextureFloat)
: Multiplier for the scatter radius. Has the inverse effect as fog_mult and is combined with it.
(float)
: Bias for the absorption
(boolean)
: Enable unit scale multiplication, when calculating absorption. When this is enabled, the fog multiplier is in cm^-1. When this is disabled, the fog multiplier is in scene_units^-1.
(int)
: Translucency mode (0 - None; 1 - Hard (wax) model; 2 - Soft (water) model; 3 - Hybrid model; 4 - Volumetric translucency; 5 - Volumetric (water) model; 6 - SSS (wax) model)
(Texture)
: Filter color for the translucency effect
(float)
: A multiplier for the calculated lighting for the translucency effect
(float)
: Scatter direction (0.0f is backward, 1.0f is forward)
(float)
: Scattering cone (0.0f - no scattering, 1.0f - full scattering
(float)
: Maximum distance to trace inside the object
(TextureFloat)
: Translucency amount for volumetric or SSS translucency
(int)
: Determines how direct illumination is computed for sub-surface scattering. The uniform method spreads light more uniformly inside the material and is faster for skin etc. The directional method tends to propagate more light in the direction from which it illuminates the surface. The directional method requires the 'affect shadows' option to be enabled so that shadows extend below the surface; this method may also produce a faceted look on low-poly objects.
(int)
: Shading model to use (0 - V-Ray, 1 - OpenPBR)
(boolean)
: true if the material is double-sided
(boolean)
: true to compute reflections for back sides of objects
(int)
: Specifies when to treat GI rays as glossy rays (0 - never; 1 - only for rays that are already GI rays; 2 - always
(float)
: Specifies a cutoff threshold for tracing reflections/refractions
(boolean)
: false to perform local brute-force GI calculatons and true to use the current GI engine
(int)
: Energy preservation mode for reflections and refractions (0 - color, 1 - monochrome)
(boolean)
: true to fix dark edges for glossy reflections with low samples; only set this to false for compatibility with older versions
(boolean)
: true to enable glossy Fresnel
(boolean)
: true to invert all glossiness values and use roughness instead
(boolean)
: True to use the 'environment override' texture.
(Texture)
: Environment override texture
(int)
: Environment override priority (used when several materials override it along a ray path)
(boolean)
: This is deprecated and will be removed. This has no effect
(int)
(int)
(float)
(float)
(int)
(boolean)
: This is deprecated and will be removed. This has no effect
(int)
(int)
(float)
(float)
(int)
(List<Plugin>)
: Render channels in which the result of this material will be written to.
(Plugin)
: Volume to use for this material. This parameter will make the material ignore the fog and translucency parameters.
(Texture)
: The sheen color of the material
(TextureFloat)
: Value controlling both the amount of dimming and the intensity of the specular highlight of the sheen layer
(TextureFloat)
: The glossiness of the sheen layer of the material
(Texture)
: The coat color of the material
(TextureFloat)
: Value controlling both the amount of dimming and the intensity of the specular highlight of the coat layer
(TextureFloat)
: The glossiness of the coat layer of the material
(TextureFloat)
: The index of refraction of the coat layer of the material
(boolean)
: Lock the coat bump map to the base bump map
(TextureFloat)
: The anisotropy for coat reflections, from -1 to 1 (0.0 is isotropic reflections)
(TextureFloat)
: The rotation of the coat anisotropy axes, from 0.0 to 1.0
(TextureFloat)
: Coat darkening factor for the base diffuse and reflection layers
(Texture)
: Base bump map
(TextureFloat)
: Bump amount
(int)
: The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(Texture)
: Coat bump map
(TextureFloat)
: Coat bump amount
(int)
: The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(String)
: Light path expressions material label which can be used to identify the material
BRDF using the Ward model for highly diffuse surfaces. Consider using BRDFVRayMtl with type Ward instead. [gpuSupport=(partial)]
(Color)
(Texture)
: Base color texture
(float)
(Color)
(Texture)
: Base transparency texture
(float)
(float)
(boolean)
(boolean)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(int)
: Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
(Texture)
: The color to use when the maximum depth is reached
(boolean)
: True to enable dim distance
(float)
: How much to dim reflection as length of rays increases
(float)
: Fall off for the dim distance
(float)
(TextureFloat)
(float)
(float)
(TextureFloat)
(float)
(int)
(int)
: Determines if the glossy rays are treated by V-Ray as GI rays: 0 - never; 1 - only for rays that are already marked as GI rays; 2 - always
(float)
: Soften edge of the BRDF at light/shadow transition
(int)
(int)
(int)
(float)
(float)
(int)
(TextureFloat)
: Reflection anisotropy in the range (-1, 1)
(Plugin)
(TextureFloat)
: Anisotropy rotation in the range
[
0, 1
]
(boolean)
: true to fix dark edges with glossy reflections; only set this to false for compatibility with older versions
BRDF used to shade point particles [gpuSupport=(none)]
(Texture)
: Diffuse color
(boolean)
: true to render the particle colors instead of using the diffuse color
(float)
: Parameter used to determine the phase function of the brdf
Default camera object. Used to replace a Camera{*} instance in interactive mode. [gpuSupport=(full)]
(boolean)
Defines a dome camera when present in the scene [gpuSupport=(full)]
(boolean)
: Flip in the horizontal image direction
(boolean)
: Flip in the vertical image direction
(float)
: Field of view (radians)
(boolean)
: This is here so we can suppress a PhysicalCamera node from affecting the main VRayRenderer sequence and frame data.
(String)
: The original scene name of the camera associated with the plugin
Applies a transformation to the camera film when present in the scene
(float)
: The prescale that will be applied to the camera
(float)
: The postScale that will be applied to the camera
(float)
: The normalized translation along x axis that will be applied to the camera
(float)
: The normalized translation along y axis that will be applied to the camera
(float)
: The rotation pivot y coordinate
(float)
: The rotation pivot x coordinate
(float)
: The rotation around the pivot that will be applied to the camera
(boolean)
: If true, the rotation will be applied before the translation
Camera based on a system of lenses
(int)
: 0-still camera; 1-movie camera; 2- video camera
(float)
: film gate in mm
(float)
: focal length in mm
(float)
: zoom factor
(float)
: distortion
(int)
: 0-quadratic; 1-cubic; 2-lens file; 3-texture
(float)
: f-stop
(float)
: lens shift
(float)
: the shutter speed in seconds^-1
(float)
: shutter angle in degrees
(float)
: shutter offset in degrees
(float)
: shutter latency in seconds
(float)
(boolean)
(float)
: focus distance in world units
(boolean)
: 1-specify a target distance; 0-target distance not specified
(float)
: target distance
(float)
: display threshold for depth-of-field
(boolean)
: 1- exposure color correction; 0-disable exposure color correction
(Color)
(float)
: Strength of vignetting effect
(boolean)
: 1- enable Bokeh effects; 0- disable Bokeh effects
(int)
: number of blades - 0 means its disabled
(float)
: blade rotation in radians
(float)
: center bias
(float)
: Bokeh anisotropy
(boolean)
(boolean)
(int)
(boolean)
: This is here so we can suppress a PhysicalCamera node from affecting the main VRayRenderer sequence and frame data.
(String)
: LENS file with camera lens-type image distortion description
(boolean)
: true to use explicit field of view and false to use the focal length
(float)
: the FOV value (in radians) to use when specify_fov is true
(float)
: the horizontal lens shift
(float)
: The horizontal offset
(float)
: The vertical offset
(Texture)
(boolean)
: 1- enable the use of bitmap aperture; 0- disable bitmap aperture
(int)
: texture sampling resolution for the importance sampling
(Texture)
(float)
: optical vignetting ("cat's eye bokeh") amount
(boolean)
: This will make the Bitmap Aperture's size and shape affect the exposure
(boolean)
: Determine if the focus distance will affect the fov or focal length calculation due to thin lens equation
(String)
: File with tabular lens system description
(boolean)
: 1 - unable chromatic aberration; 0 - disable chromatic aberration
Defines a physical camera when present in the scene. Affects DoF, exposure, motion blur etc. [gpuSupport=(partial)]
(int)
: This defines how the shutter works (0 - Still camera, 1 - Movie camera, 2 - Video camera
(float)
: Film gate in mm
(float)
: Focal length in mm
(float)
: Zoom factor
(float)
: Distortion amount
(int)
: Type of optical distortion (0 - Quadratic, 1 - Cubic, 2 - Lens file, 3 - Texture)
(float)
: F-stop
(float)
: Lens shift
(float)
: The shutter speed in seconds^-1 for still camera
(float)
: Shutter angle in degrees for movie camera
(float)
: Shutter offset in degrees for movie camera
(float)
: Shutter latency in seconds for video camera
(float)
: Sensor sensitivity (unbounded)
(boolean)
: Set to true to enable the focus_distance parameter
(float)
: Focus distance in world units (if specify_focus=1). Affects the lens light attenuation and thin lens model.
(boolean)
: Has no effect. Target distance is used when the focus distance is not used (if specify_focus=0).
(float)
: Target distance (if specify_focus=0). Affects only the distance of the focal plane.
(float)
: Display threshold for depth-of-field
(int)
: 0 - disable exposure color correction; 1 - physical exposure color correction; 2 - exposure color correction from exposure value
(Color)
: White point color
(float)
: Strength of vignetting effect
(boolean)
: Set to true to enable Bokeh effects
(int)
: Number of blades - 0 disables Bokeh
(float)
: Blade rotation in radians
(float)
: Bias toward the center of the lens for DOF sampling
(float)
: Bokeh anisotropy
(boolean)
: Set to true to enable raytraced depth of field effect
(boolean)
: Set to true to enable motion blur
(int)
: Deprecated. This has no effect.
(boolean)
: This is here so we can suppress a PhysicalCamera node from affecting the main VRayRenderer sequence and frame data.
(String)
: LENS file with camera lens-type image distortion description
(boolean)
: Set to true to use explicit field of view from the "fov" value and false to use the focal length
(float)
: The FOV value (in radians) to use when specify_fov is true
(float)
: The horizontal lens shift
(float)
: The horizontal offset
(float)
: The vertical offset
(Texture)
: Distortion texture to use when distortion_type=3. Values are in image space - (0,0) maps to bottom left, (1,1) maps to top right.
(boolean)
: Set to true to enable the use of bitmap aperture
(int)
: Texture sampling resolution for the importance sampling
(Texture)
: Aperture texture to use when bmpaperture_enable=1. The aperture is open where the texture is white.
(float)
: Optical vignetting ("cat's eye bokeh") amount
(boolean)
: This will make the Bitmap Aperture's size and shape affect the exposure
(boolean)
: Determine if the focus distance will affect the fov or focal length calculation due to thin lens equation
(int)
: Rolling shutter mode: 0=Disabled, 1=Top to bottom, 2=Bottom to top, 3=Left to right, 4=Right to left
(float)
: Rolling shutter duration (the time for the shutter to pass through the image) in seconds^-1
(float)
: Exposure value to use with exposure mode 2
(String)
: The original scene name of the camera associated with the plugin
(Texture)
: Camera shader
Applies color corrections to a base texture. http://www.cuneytozdas.com/software/3dsmax/ColorCorrect/help/reference.htm [gpuSupport=(none)]
(AColor)
: Source color
(Texture)
: The texture being color corrected
(boolean)
: true to enable preprocessing
(float)
: Added to the texture brightness
(float)
: Contrast
(float)
: Gamma
(boolean)
: true to convert to grayscale
(boolean)
: true to invert the input color
(boolean)
: true to unmultiply alpha
(boolean)
: true to clamp the input color
(float)
: low clamp value
(float)
: high clamp value
(boolean)
: true to normalize the clamped input to 0.0-1.0
(boolean)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(boolean)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(boolean)
(int)
: 0-red, 1-green, 2-blue, 3-alpha, 4-intensity, 5-in_red, 6-in_green, 7-in_blue, 8-in_alpha, 9-in_intensity, 10-hsl_hue, 11-hsl_saturation, 12-hsl_lightness, 13-hsv_hue, 14-hsv_saturation, 15-hsv_value
(TextureFloat)
(TextureFloat)
(int)
: 0-red, 1-green, 2-blue, 3-alpha, 4-intensity, 5-in_red, 6-in_green, 7-in_blue, 8-in_alpha, 9-in_intensity, 10-hsl_hue, 11-hsl_saturation, 12-hsl_lightness, 13-hsv_hue, 14-hsv_saturation, 15-hsv_value
(TextureFloat)
(TextureFloat)
(int)
: 0-red, 1-green, 2-blue, 3-alpha, 4-intensity, 5-in_red, 6-in_green, 7-in_blue, 8-in_alpha, 9-in_intensity, 10-hsl_hue, 11-hsl_saturation, 12-hsl_lightness, 13-hsv_hue, 14-hsv_saturation, 15-hsv_value
(TextureFloat)
(TextureFloat)
(int)
: 0-red, 1-green, 2-blue, 3-alpha, 4-intensity, 5-in_red, 6-in_green, 7-in_blue, 8-in_alpha, 9-in_intensity, 10-hsl_hue, 11-hsl_saturation, 12-hsl_lightness, 13-hsv_hue, 14-hsv_saturation, 15-hsv_value
(TextureFloat)
(TextureFloat)
(boolean)
(boolean)
(boolean)
(boolean)
(boolean)
(float)
(float)
(boolean)
Applies color corrections to a base texture [gpuSupport=(full)]
(AColor)
: Source color
(Texture)
: The texture being color corrected
(int)
: 0-red, 1-green, 2-blue, 3-alpha, 4-redinv, 5-greeninv, 6-blueinv, 7-alphainv, 8-monochrome, 9-One, 10-Zero
(int)
: 0-red, 1-green, 2-blue, 3-alpha, 4-redinv, 5-greeninv, 6-blueinv, 7-alphainv, 8-monochrome, 9-One, 10-Zero
(int)
: 0-red, 1-green, 2-blue, 3-alpha, 4-redinv, 5-greeninv, 6-blueinv, 7-alphainv, 8-monochrome, 9-One, 10-Zero
(int)
: 0-red, 1-green, 2-blue, 3-alpha, 4-redinv, 5-greeninv, 6-blueinv, 7-alphainv, 8-monochrome, 9-One, 10-Zero
(float)
: added to the color hue
(float)
: added to the color saturation
(AColor)
: Hue tint
(float)
(int)
: Lightness mode (0 - standard, 1 - advanced)
(float)
: Value is added to the texture brightness
(float)
(int)
: Exposure mode (0 - Gain, 1 - F-Stops, 2 - Printer Lights)
(float)
: Color multiplier
(float)
: Color contrast
(float)
: Contrast base
(float)
: Color offset
(boolean)
: true to use the red component ov the adv
rgb
* parameters
(boolean)
: true to use the green component ov the adv
rgb
* parameters
(boolean)
: true to use the blue component ov the adv
rgb
* parameters
(Color)
: Color multiplier rgb
(Color)
: Color contrast rgb
(Color)
: Contrast base rgb
(Color)
: Color offset rgb
(float)
: Printer lights per
null
(int)
: The type of color mapping: 0 - linear, 1 - sRGB, 2 - gamma
(float)
: The gamma value if type is set to 2.
(float)
: The clamp level
Converts input color texture to its intensity as floating point output [gpuSupport=(none)]
(float)
(Texture)
null
Defines the limits of a volume that will be filled with fog by linking a geometry source plugin [gpuSupport=(partial)]
(Transform)
(Plugin)
(List<Plugin>)
(float)
: fade out effect for the edges
Renders volumetric fog. Optionally enclosed within the space defined by EnvFogMeshGizmo instances. [gpuSupport=(partial)]
(boolean)
: If false, disable the rendering
(List<Plugin>)
: List of gizmos
(Color)
: Defines the color of the fog, when it is illuminated by light sources.
(Texture)
: Defines the color of the fog, when it is illuminated by light sources. You can also use a texture map to drive the fog color.
(float)
: Fog color multiplier
(Color)
: Fog emission color. Controls the fog emission (self-illumination). You can use this parameter to substitute the ambient illumination inside the fog, instead of using GI.
(Texture)
: Fog emission texture. Controls the fog emission (self-illumination). You can use this parameter to substitute the ambient illumination inside the fog, instead of using GI.
(float)
: Fog emission multiplier.
(TextureFloat)
: Fog emission multiplier texture.
(float)
: Distance between fog particles. Controls the fog density. Larger values make the fog more transparent, while smaller values make it more dense.
(float)
: Fog density. A multiplier for the Fog distance parameter.
(TextureFloat)
: Texture for fog density. A multiplier for the Fog distance parameter that allows a texture to be used for the density of the fog.
(boolean)
: If true, density will be treated as opacity.
(Color)
: The transparency of the Fog volume at thickness given by the Fog distance parameteri.e. the color of a white ray after traveling the specified distance inside the fog volume.Non-gray colors will result in colored attenuation of the light passing through the fog. This parameter changes the extinction coefficient of the fog while the 'Fog Color' parameter sets the single scattering albedo.
(Texture)
: Texture for Fog transparency. The transparency of the Fog volume at thickness given by the Fog distance parameteri.e. the color of a white ray after traveling the specified distance inside the fog volume.Non-gray colors will result in colored attenuation of the light passing through the fog. This parameter changes the extinction coefficient of the fog while the 'Fog Color' parameter sets the single scattering albedo.
(float)
: Controls the phase function used for the anisotropic volumetric scattering computation. Accepts values in the interval
[
-1 1
]
. Negative values correspond to backward scattering, positive values to forward scattering and a value of zero to isotropic ('diffuse').
(int)
: This parameter determines the number of points inside the fog at which volumetric lighting is evaluated. Smaller values for this parameter render faster, but may produce noise in the image. Higher values render longer, but with less noise. It is only used when there are no texture maps specified, in which case the volume properties are the same everywhere.
(boolean)
: Whether or not the height should be taken into account.
(float)
: Fog starting point along the up-axis. By default the up axis is Z.
(boolean)
: If true, y is the up axis, not z.
(boolean)
: If true, this will cause to disable randomization when sampling and take 1 sample at 0.5 density.
(float)
: Solid mode transparency threshold
(boolean)
: If true, add a random offset when starting sampling.
(float)
: Volume opacity scale for shadow rays.
(List<float>)
: stretch aspect for the 3 axis, when the fog container must grow/shrink preserving its original density
(boolean)
: Toggle the deep image output. Note that enabling this option will force ray marching even for simple volumetrics, which can cause slower rendering.
(float)
: Index of refraction for the volume, which describes the way light bends when crossing the material surface. A value of 1.0 means the light will not change direction.
(int)
: fade out mode 0: Multiply by density, 1: Add density to falloff
(float)
: fade out effect for the edges
(boolean)
: fade out effect for the edges per object
(boolean)
: When on, the fog will also scatter global illumination. Note that this can be quite slow. In many cases, global illumination within the fog can be substituted with a simple emission term. When this option is on, the currently selected global illumination algorithm in the V-Ray settings will be used to accelerate GI inside the volume (e.g. the irradiance map, light cache, photon map or brute-force).
(int)
: Number of GI bounces calculated inside the fog.
(boolean)
: Simplify global illumination. When this option is checked V-Ray will use a simplified method for calculating the GI when rendering parts of the fog that are textured or are being faded out.
(float)
: Determines the size of one step through the volume. Smaller steps produce more accurate results but are slower to render. In general, dense volumes require smaller step sizes than more transparent volumes. In practice, step sizes that are two to three times smaller than the Fog distance parameter work well.
(int)
: Maximum number of steps through the volume.
(int)
: Number of texture samples for each step through the volume. This allows to sample textures more accurately than the volumetric lighting. It is useful in cases where the textures vary much faster than the lighting itself (e.g. for detailed fractal textures).
(float)
: Controls when the raymarcher will stop traversing the volume. If the accumulated volume transparency falls below this threshold, the volume will be considered opaque and tracing will be aborted. Higher values make the rendering faster but may introduce artifacts.
(int)
: light mode 0: no lights, 1: Use per-gizmo lights, 2: Override per-gizmo lights, 3: Intersect with per-gizmo lights, 4: Add to per-gizmo lights
(List<Plugin>)
: A list with lights. How they affect the fog depends on the 'Light mode' parameter as well.
(boolean)
: True if the shade instance should be used when sampling textures.
(boolean)
: True if the shade data should be used when sampling textures. The light mode will be ignored if this is true and the shader is not global!
(boolean)
: When this option is off, the background will not be obscured by the fog.
(boolean)
: Specifies whether the fog will be rendered in reflections.
(boolean)
: Specifies whether the fog will be rendered in refractions.
(boolean)
: Specifies if the fog should affect shadow rays.
(boolean)
: Specifies if the fog should affect GI rays.
(boolean)
: Specifies if the fog will be visible to camera rays.
(boolean)
: Whether the alpha channel is affected
A plugin which represents single channel data and metadata. [gpuSupport=(full)]
(int)
: Channel unique ID
(String)
: Channel name
(int)
: Channel integral (building block) type
(int)
: Channel components number (within single element) - 'arity'
(String)
: Channel structure type (scalar, vector, color, quat...)
(int)
: Bitmask of channel flags (0x1 - is id channel, 0x2 - data should be interpolated)
(List<int>)
(List<int>)
(List<float>)
(List<double>)
(List<Vector>)
(List<Color>)
(List<AColor>)
(List<Matrix>)
(List<Transform>)
(List<String>)
A plugin with mapping channels overrides. [gpuSupport=(full)]
(List<Object>)
: A list of mapping channels. Each channel itself is a list of 3 elements: (0 - channel name; 1 - vertices; 2 - faces; 3 - channel index (optional)) or (0 - channel name; 1 - strings; 2 - per-face index into strings; 3 - channel index (optional)) if the vertices list has exactly 1 vertex and the faces list is empty this will be a constant channel - for every uvw request the only vertex will be returned.
AA filter with equal weight within a circle [gpuSupport=(full)]
(float)
: Filter width in pixels
AA filter with equal weight within a square [gpuSupport=(full)]
(float)
: Filter width in pixels
Catmull-Rom cubic spline AA filter [gpuSupport=(none)]
Cook exponential AA filter [gpuSupport=(none)]
(float)
: Filter width in pixels
Gaussian function AA filter [gpuSupport=(full)]
(float)
: Filter width in pixels
Lanczos AA filter (windowed sinc function) [gpuSupport=(full)]
(float)
: Filter width in pixels
Mitchell-Netravali cubic spline AA filter [gpuSupport=(none)]
(float)
: Filter width in pixels
(float)
: The 'B' value in the filter polynomial. Larger values reduce ringing but may cause the image to appear softer.
(float)
: The 'C' value in the filter polynomial. Larger values make the result appear sharper but may introduce ringing.
Zero radius AA filter [gpuSupport=(full)]
Sinc function AA filter [gpuSupport=(none)]
(float)
: Filter width in pixels
AA filter with weight linearly falling off from the center [gpuSupport=(none)]
(float)
: Filter width in pixels
Converts separate float inputs for the 4 RGBA channels into one color texture output [gpuSupport=(partial)]
(TextureFloat)
: First color
(TextureFloat)
: Second color
(TextureFloat)
: Third color
(TextureFloat)
: Alpha
(OutputTexture)
: The resulting color
(boolean)
Converts a single scalar or scalar output parameter to a scalar texture. For passing to parameters that won't work otherwise, such as inside some lists. [gpuSupport=(full)]
(TextureFloat)
Bifrost geometry source plugin for V-Ray for Maya
(String)
: The path to the OpenVDB file
(List<int>)
: If "file" is missing, read the vdb data from a memory stream.
(String)
: The name of the OpenVDB grid to render.
(String)
: The name of the OpenVDB velocity grid to use for motion blur.
(boolean)
: If true, delay load the OpenVDB voxels until requested.
(int)
: The grid interpolation sampler (0:linear, 1:quadratic: 2:none).
(boolean)
: If off, shading an intersection with this mesh will not generate a gbuffer.
(List<Vector>)
: The positions of the particles.
(List<Vector>)
: The velocities of the particles.
(List<float>)
: Custom per particle user scalar.
(List<int>)
: The particle ids.
(List<float>)
: Per-particle age.
(List<Color>)
: Per-particle acceleration.
(List<float>)
: The u texture coordinate of the particles.
(List<float>)
: The v texture coordinate of the particles.
Geometry source plugin for a simple box. It is able to handle a camera inside it. [gpuSupport=(none)]
(float)
: The size in the X direction
(float)
: The size in the Y direction
(float)
: The size in the Z direction
(boolean)
: true to handle the case when the camera is inside the box
Wrapper for another geometry source plugin. Adds displacement. [gpuSupport=(partial)]
(Plugin)
: The triangle mesh that will be displaced
(Texture)
: The displacement texture. Its intensity is used if the displacement is 2d.
(TextureFloat)
: The displacement texture
(float)
: Determines the displacement amount for white areas in the displacement map; if use_globals is true this is multiplied by the global displacement amount option.
(float)
: This constant value is added to the displacement map
(boolean)
: If true, the global displacement quality settings will be used.
(boolean)
: If use_globals is false, this determines if view-dependent tesselation is used.
(float)
: If use_globals is false, this determines the approximate edge length for the sub-triangles.
(int)
: If use_globals is false, this determines the maximum subdivisions for a triangle of the original mesh.
(boolean)
: If true, the plugin will attempt to keep the continuity of the displaced surface.
(float)
: Geometry below this displacement level will be clipped away.
(int)
: When this is 1, the red, green and blue channels of displacement_tex_color will be used to perform vector displacement with base 0.5; if this is 2, then the map matches the Mudbox displacement maps.
(int)
: The mapping channel to use for vector and 2d displacement.
(String)
: The mapping channel name to use for vector and 2d displacement. Override the map_channel parameter if valid
(boolean)
: If true, the resulting triangles of the displacement algorithm will be inserted into the rayserver as static geometry.
(int)
: This parameter overrides the imgWidth parameter from VRayFrameData during the calculation of the subdivision depth.
(boolean)
: This parameter controls if auto-bump would be used for calculating the normals of the generated triangles. If set to 0 a mix of auto-bump and cached normals would be used. If set to 1 only cached normals would be used.
(int)
: If 1, the parent transformation will affect the amount of displacement. Used only when doing 3D displacement. If 2, the world-space bounding box will affect the amount of displacement.
(boolean)
: If true, the min/max values for the displacement texture are specified by the min_bound and max_bound parameters; if false, these are calculated automatically.
(Color)
: The lowest value for the displacement texture.
(Color)
: The biggest value for the displacement texture.
(boolean)
: Use to enable 2d displacement. Overrides the vector_displacement flag.
(boolean)
: Enable or disable support for tiled textures (UDIM/UVTILE) when generating 2d displacement.
(Transform)
: Transform applied on the uvws when sampling the texture. Used to expand the uv range from
[
0..1
]
.
(int)
: Resolution at which to sample the displacement map for 2d displacement.
(int)
: Increase for curved surfaces to avoid artifacts.
(boolean)
: When this is on, initialization will be slower, but tighter bounds will be computed for the displaced triangles making rendering faster.
(boolean)
: Filter the texture for 2d displacement.
(float)
: The amount of UV space to average for filtering purposes. A value of 1.0 will average thw whole texture.
Places a copy of a reference geometry on a source geometry based on placement parameters. [gpuSupport=(none)]
(Plugin)
: Geometry to be textured.
(List<Plugin>)
: The list of reference nodes
(float)
: Scale coefficient of the reference geometry
(float)
: Repetition of the reference geometry within the texture in U
(float)
: Repetition of the reference geometry within the texture in V
(boolean)
: True if U coordinates of the source mesh should be flipped
(boolean)
: True if V coordinates of the source mesh should be flipped
(float)
: Height of the layer
(float)
: The angle of rotation in degrees to apply to the reference geometry
(float)
: The general offset along the U axis
(float)
: The general offset along the V axis
(float)
: The offset along the surface normals based on the height in percent
(float)
: The random offset to apply along the U axis in the range
[
0, 1
]
(float)
: The random offset to apply along the V axis in the range
[
0, 1
]
(float)
: Cropbox size along X axis
(float)
: Cropbox size along Y axis
(float)
: Cropbox size along Z axis
(Vector)
: The center of the ref mesh gizmo
(Matrix)
: The rotation applied to the ref mesh gizmo
(Matrix)
: The scale applied to the ref mesh gizmo
(int)
: Mapping channel index
(String)
: Mapping channel name. Overrides "map_channel" if not empty.
(boolean)
: True if ref mesh UVW mapping should be used, false - if source mesh uvw mapping should be used
(boolean)
: True if ref mesh face ids should be used for shading in cases like multi subtex, false - if source mesh ids should be used
(boolean)
: True if random rotation should be done in steps, false - if randRotation should be treated as a random angle
(float)
: The random rotation to apply, either rotation steps or a rotation angle both in the range
[
0, 360
]
based on useRotationStep parameter
(int)
: Determine which axis is Up for the reference geometry
Geometry source plugin for raytracing a cloud of 3D Gaussians. [gpuSupport=(none)]
(String)
(int)
: When 1, performs a rotation of -90 degrees around the X axis. When 2, 90 degrees rotation around the Y axis and flip Y.
(float)
: User-defined scale of the Gaussian model.
(boolean)
: Camera rays to see the Gaussians.
(boolean)
: Gaussians to cast shadows on shaded geometry.
(boolean)
: Gaussians to be seen in reflections.
(boolean)
: Gaussians to be seen in refractions.
(boolean)
: Gaussians to be seen in matte surfaces.
(int)
: The RGB color space of the input data (0 - default, 1 - sRGB, 2 - ACEScg, 3 - raw).
(float)
: User-specified intensity multiplier.
(Color)
: User-specified color multiplier
Geometry source plugin. Generates hair/fur or similar strand geometry over a base triangle mesh [gpuSupport=(partial)]
(Plugin)
: The triangle mesh that will have hairs generated on it.
(float)
: The base hair length.
(float)
: The base hair thickness.
(float)
: The base gravity.
(Vector)
: The gravity force direction vector.
(float)
: The amount of hair bending.
(float)
: The amount of taper applied to hairs.
(float)
: Fur scaling factor.
(float)
: The direction variation.
(float)
: The hair length variation.
(float)
: The hair thickness variation.
(float)
: The gravity variation.
(float)
: The curl radius variation.
(boolean)
: True if curl should be applied to the hair.
(float)
: The radius of the curls.
(float)
: The angle of the curl applied at each knot.
(int)
: Number of segments along the circumference of a single hair.
(int)
: Number of segments along the length of a single hair.
(boolean)
: Level of detail toggle. Enables detail decrease along distance form the camera.
(float)
: Level of detail starting distance. The distance from wich the effect is applied.
(float)
: Level of detail rate. Rate of decrease. The distance to reach half the hairs count with twice the thickness.
(boolean)
: Tessellate hair with respect to the camera position.
(float)
: Hair tessellation edge length in pixels.
(List<int>)
: A list of face indices that will have hair generated on them. If NULL all faces will have hair on them.
(int)
: 0 : per face; 1 : per area
(int)
: Number of hairs per face if distribution==0
(float)
: Number of hairs per unit area if distribution==1
(int)
: True if areaList should be used to determine the number of hairs when distribution is 'per area'.
(List<float>)
: A list of triangle surface areas. An element here corresponds to an element in faceList, if faceList is not NULL.
(boolean)
(boolean)
: Material ID will be overriden.
(int)
: The override material ID.
(boolean)
: If false, fur will be displaced via using the parent mesh displacement map.
(int)
: The type of placement of the fur on the mesh. The possible values are 0 : Entire Object, 1 : Selected Faces, 2 : Material ID.
(int)
: Material ID of the faces of the mesh. This is only valid if the placement is by material ID.
(List<int>)
: A list of material IDs, if not empty will be used in place of the 'mtlID' parameter.
(boolean)
: If true, V-Ray will generate a W mapping coordinate that represents the position of the shaded point along the hair strands.
(int)
: Map channel to derive the uv space from.
(Texture)
: A texture for the bend direction of hair strands.
(Texture)
: A texture for the initial direction of hair strands.
(TextureFloat)
: A texture for the length.
(TextureFloat)
: A texture for the thickness.
(TextureFloat)
: A texture for the gravity.
(TextureFloat)
: A texture for the bend.
(TextureFloat)
: A texture for the density.
(Texture)
Geometry source plugin. Defines a plane that is to be used with a background image at a finite position instead of the normal background infinitely away. [gpuSupport=(none)]
Geometry instancing plugin. Replaces its source geometry with a box in the main tree and intersects in its own tree. Used for example for optimizing view-independent displacement [gpuSupport=(full)]
(boolean)
: For internal usage only. Wrap instance into the rayserver. If turned off the behaviour is similar to the Instancer2 plugin. This is automatically turned off internally for GPU.
(List<Object>)
: Instancing sources. Supports any plugin providing EXT_STATIC_GEOM_SOURCE or EXT_VRAY_HIERARCHICAL_PARAMETERIZED_NODE interfaces. A lists of 1 or 2 lists: List(Node) or List(List(Node0,Node1,...,NodeN), List(0,1,...,N)): 1 - nodes; 2 - per-instance index into the first list (-1 means unset)). Single list with single value means all values are the same for all instances.
(Plugin)
: An external plugin that generates instances data
(int)
: Multiply instance transform with the source transform (0: Off, 1: On, 2: For lights only)
(String)
: Path to a *.vrscene file. If set then other sources are ignored.
(List<Vector>)
: Instance transforms vector (4 vectors are one transform: 3 columns of the matrix and offset).
(List<Transform>)
: Instance transforms
(Transform)
: Additional instance transform. Useful when source type is not Node, but you need Node::transform like additional transform.
(List<Vector>)
: Instance velocities. Optional, if set then transform for the end of the motion blur interval will be ignored.
(List<String>)
: Plugin instance names list to hide when "file" is used.
(int)
: When on, the "exclude_list" is considered an "Include List".
(int)
: Axis flipping when "file" is used: 0 - do not transform the coordinate system, 1 - detect up axis automatically, 2 - transform the axis from Z-up to Y-up, 3 - transform the axis from Y-up to Z-up
(List<Object>)
: Instance shaders. Optional, allows shader override per-instance. A lists of 1 or 2 lists: List(shader) or List(List(shd0,shd1,...,shdN), List(0,1,...,N)): 1 - materials; 2 - per-instance index into the first list (-1 means unset)).
(List<Object>)
: Instance face trimming plugins. Optional, allows trimming faces per-instance. A lists of 1 or 2 lists: List(plugin) or List(List(plg0,plg1,...,plgN), List(0,1,...,N)): 1 - plugins; 2 - per-instance index into the first list (-1 means unset)).
(List<Object>)
: Scene name based shader overrides when "file" is used. Works only in rayserver mode. A list of lists. Each inner list has the format
[
"path", shaderPlugin, ...
]
. Path element supports wildcard pattern matching. For example List(List("scene/cubes/pCube
[
1
]
", red1@material, "scene/spheres/pSphere[12]/
", VRayMtl4@material)).
(List<int>)
: Instance scene name shader override index into "shaders_match" list.
(String)
: Scene name based shader override file. If set "shaders_match" and "shaders_match_indexes" are ignored.
(List<Object>)
: Instance map channel overrides. Optional; allows map channel override per-instance. A lists of 1 or 2 lists: List(map_channel) or List(List(mc0,mc1,...,mcN), List(0,1,...,N)): 1 - materials; 2 - per-instance index into the first list (-1 means unset)).
(List<Plugin>)
: Extra channels that hold auxiliary instances data
(List<Object>)
: Instances object properties. A lists of 1 or 2 lists: List(VRayObjectProperties) or List(List(ObjProps0,ObjProps1,...,ObjPropsN), List(0,1,...,N)): 1 - nodes; 2 - per-instance index into plugins (-1 means unset)). Single list with single value means all values are the same for all instances.
(List<Object>)
: User attribute values per-instance. A lists of lists. Each sub-list could be: List(0 - attribute name; 1 - int / float list of values per-instance) or List(0 - attribute name; 1 - strings; 2 - per-instance index into strings (-1 means unset)) Single value list means all values are the same for all instances.
(String)
: Name of user attribute to be used to multiply (tint) light color
(String)
: Name of user attribute to be used to multiply light intensity
(List<int>)
: Unique ID of the instance. Sorted in ascending order.
Geometry instancing plugin. Replaces its source geometry with a box in the main tree and intersects in its own tree. Used for example for optimizing view-independent displacement [gpuSupport=(none)]
(List<Plugin>)
: The instancing source. Support any plugin providing EXT_STATIC_GEOM_SOURCE or EXT_VRAY_HIERARCHICAL_PARAMETERIZED_NODE interfaces.
Geometry source plugin. Defines explicit hair or similar strand geometry [gpuSupport=(partial)]
(List<int>)
: A list of the number of hair vertices, one for each hair strand.
(List<Vector>)
: A list with the positions of the hair vertices in object space. The number of elements should be equal to the sum of the elements of the num_hair_vertices parameter.
(List<Vector>)
: A list with the position deltas of the hair vertices in object space. The number of elements should be equal to the sum of the elements of the num_hair_vertices parameter. Optional, if omitted, the positions of the next keyframewill be used for motion blur.
(List<float>)
: The width of the hair strands at each vertex.Should have the same number of elements as hair_vertices.
(List<Color>)
: Color values for each hair vertex.Should have the same number of elements as hair_vertices (num_hair_vertices for XGen hair).
(List<Color>)
: Incandescence values for each hair vertex.Should have the same number of elements as hair_vertices (num_hair_vertices for XGen hair).
(List<Color>)
: Transparency values for each hair vertex.Should have the same number of elements as hair_vertices (num_hair_vertices for XGen hair).
(float)
: The Maya hair shader does not allow for different transparency on each hair vertex. Instead it uses a single opacity parameter for all of them.
(List<Vector>)
: UVW values for each hair strand.Should have the same number of elements as num_hair_vertices.
(boolean)
: If true, hair strands geometry will be represented as splines, instead of line segments.
(boolean)
: If true, the hair will be added to the global static hair tree.
(float)
: Manual control over the number of subdivisions when intersecting the spline based hairs.
(int)
: Maximum number of subdivisions when geom_splines is true
(int)
: If 1, the hair is generated by XGen. For XGen hair: the tangents when tesselating are computed the same as XGen; the colors, incandescence and transparency arrays are per-strand; if geom_splines=false, hair is tesselated with a constant factor equal to the square of geom_tesselation_mult.
(boolean)
: If true, the widths parameter is in pixels, otherwise it is in world units.
(List<Object>)
: A list of mapping channels; each channel itself is a list of 4 elements - the channel index, number of knots per strand, the knots array (vectors) and channel name. Channel index 0 is used for UVW coordinates if and only if strand_uvw is not set.
(boolean)
: If true, V-Ray will generate a W mapping coordinate that represents the position of the shaded point along the hair strands.
(boolean)
: If true, V-Ray will only generate a W mapping coordinate for channels in the w_coord_affect_channels list.
(String)
: A string of space separated list of channels that will be affected by the generateWCoords property.
(float)
: Restricts the hair strands to not be thinner than the specified value, in pixels. The V-Ray hair shader will make the hairs more transparent instead to achieve the same density.
(int)
: Compatibility mode (0 - Default (Maya); 1 - Houdini). Currently affects velocity interpolation only. In Houdini mode velocity will respect interval center.
Geometry source plugin. Dynamically loads/unloads geometry voxels from a proxy file. [gpuSupport=(partial)]
(String)
: A .vrmesh or .abc geometry cache to load on demand
(List<String>)
: List of Alembic files for layering.
(float)
: Animated proxy playback speed
(int)
: Animated proxy playback type (0 - loop; 1 - once; 2 - ping-pong; 3 - still)
(float)
: Animated proxy initial frame offset
(int)
: If set to 1 controls if 'Sequence start'(anim_start) and 'Sequence length'(anim_length) are taken in consideration. Useful only, when the file name contains frame filter. If set to 2 'Override Frame'(anim_frame) is used.
(float)
: Animated proxy override frame to render
(float)
: Animated Alembic override time to render
(int)
: Specifies the first frame of the animation sequence.
(int)
: Specifies the length of the animation sequence.
(boolean)
: Whether this geometry is visible to primary camera rays
(float)
: Size scaling factor
(int)
: 0 do not rotate the coordinate system;1 to transform the proxy from Maya to Max coordinate system;2 to transform from Max to Maya
(boolean)
: True to smooth UVs at mesh borders when rendering this mesh as a subdivision surface
(boolean)
: True to smooth UVs when rendering this mesh as a subdivision surface
(int)
: True to calculate smooth normals
(float)
: Smooth angle in degrees
(boolean)
: True to flip the vertex normals
(boolean)
: True to compute the bounding box, false to read it from the file
(int)
: number of faces in preview
(int)
: Turn on/off face sets. 0 - off, 1 - append to name, 2- append to name with slash
(boolean)
: Read the full path instead of only the name
(String)
: Starting object path in Alembic hierarchy
(float)
: Hair width multiplier
(float)
: Particle width multiplier
(float)
: Alembic velocity multiplier
(int)
: Specifies the type of both names and ids lists. 0 - exclude; 1 - include
(List<String>)
: Visibility list of mesh names. Either include or exclude
(List<int>)
: Visibility list of mesh ids. Either include or exclude
(int)
: Specifies the type of both names and ids lists. 0 - exclude; 1 - include
(List<String>)
: Visibility list of hair names. Either include or exclude
(List<int>)
: Visibility list of hair ids. Either include or exclude
(int)
: Specifies the type of both names and ids lists. 0 - exclude; 1 - include
(List<String>)
: Visibility list of particle system names. Either include or exclude
(List<int>)
: Visibility list of particle system ids. Either include or exclude
(List<String>)
: Wildcard rules used to override visibility
(List<boolean>)
: Visibility override values, used together with visibility_overrides_rules
(int)
: Sort Alembic voxels after reading by their names. 0 - skip sorting; 1 - sort
(int)
: Specifies how to remap the mapping channels: -1 - no remapping; 0 - channel 0, 1 - channel 1
(int)
: Set to 0 to render particles as spheres. Set it to 1 to render them as points
(boolean)
: Use particle normals from Alembic
(boolean)
: True to use Alembic animation frame offset
(boolean)
: Set to 1 to use Alembic object transform (this is the default behavior). If set to 0 all object transformations inside the Alembic file are ignored and user must to provide correct transformation on Node level.
(boolean)
: True to use Alembic visibility (default). False value is useful when host application provides custom Alembic visibility handling.
(String)
: Optional name for the color set where the velocity is written.
(int)
: Handle Alembic instances
(boolean)
: Tessellate hair with respect to the camera position.
(float)
: Hair tessellation edge length in pixels.
(boolean)
: True to subdivide Alembic PolyMesh and SubD objects; false to subdivide only SubD objects
(int)
: 0 for Catmull-Clark subdivision and 1 for Loop subdivision
(int)
: The subdivision level
(boolean)
: Subdivide or skip mapping channels
(boolean)
: If true, the borders won't be subdivided
(int)
: Determines the smoothing mode of the mapping channels' borders. 0-None, 1-Internal and 2-All
(boolean)
: If true, use the point cloud inside the vrmesh if available.
(float)
: A LOD multiplier. A value smaller than 1.0 means that the level will be of greater detail than required by distance to the object.
(float)
: Modifies the loaded level of detail; larger values reduce the detail level
(String)
(int)
: Alembic Channels Mode (0 - Default; 1 - Houdini). Default: will try to re-construct color channel from channels containing individual color components. This may alter channel names. Houdini: will construct color channels from scalar channels setting all colors components to the same scalar value. This mode uses channel names as is.
(int)
: Load mesh data from the proxy file.
(int)
: Load hair data from the proxy file.
(int)
: Load particles data from the proxy file.
(int)
: If file name contains the frame pattern don't try to load multiple files - use file for the current frame and velocity. In case of a file with multiple frames and velocity channel - only velocity channel will be used; if velocity channel is missing - no motion blur will be generated at all.Affects only when "alembic_mode" is set to 1 (Houdini).
(Plugin)
: The reference mesh which is used to calculate the uvw coordinates when a 3d placement is used.
(Transform)
: The transform of the reference mesh.
(String)
: Map channel name to use as reference mesh vertices.
(String)
: Map channel name to use as reference mesh normals.
(boolean)
: If false, the vertices with equal coordinates won't be merged.
(boolean)
: If true - reorder the loaded Alembic channels according the number suffix in their names, if false - leave channels in the order they are in the mesh file.
(List<String>)
: Names of custom/user-guided proxy mesh sets reordering
(List<int>)
: Types of custom/user-guided proxy mesh sets reordering (0-uv/uvw set, 1-color set, 2-shader set)
(List<int>)
: Indices of custom/user-guided proxy mesh sets reordering
null
(float)
: Sphere size
(int)
: Sphere segments
(int)
: Number of spheres
(float)
: Box size to fill with spheres
null
(float)
: Sphere size
(int)
: Sphere segments
(int)
: Number of spheres
(float)
: Box size to fill with spheres
(boolean)
: true to enable noise displacement texture
null
(float)
: Sphere size
(int)
: Sphere segments
(int)
: Number of spheres
(float)
: Box size to fill with spheres
Metaball geometry source [gpuSupport=(none)]
(int)
: true : use particle size; false : use particleRadius for size
(float)
: Size of partiles when useParticleSize is false
(float)
: Field threshold value
(float)
: Ray marching step length
(int)
: Number of samples for motion blur. 0 - Use global settings
(int)
: Distance function - 0: Power of two; 1: Power of three; 2: Power of four; 3: Power of five; 4: Hermit in power of two; 5: Hermit in power of three; 6: Hermit in power of five; 7: Wyvill;
(int)
: If true - smoothing of the field bump will be performed
(float)
: Radius of the smoothing filter
(float)
: Correction coefficient for surface expansion: from 0.0 to 1.0
(List<Plugin>)
: List with positive particle systems
(List<Plugin>)
: List with negative particle systems
(int)
: If true - texture will be applied on field
(Texture)
: Field texture
(int)
: 0 - Multiplication; 1 - Addition;
(float)
: Multiplier of the texture
(int)
: If true - the field will be clamped before texturing
(float)
: Field clamping level
(int)
: If true - voxel cache will be used for intersection speed-up
(int)
: If true - voxel cache will be build recursively
(int)
: Cache size: from 1 to 5
(int)
: Cache consolidation block size: from 1 to 8
(boolean)
: If off shading an intersection with this geometry will not generate a gbuffer.
Geometry source plugin. Defines a particle system. Particles are spheres or using another geometry source. [gpuSupport=(partial)]
(List<Color>)
: Per-particle acceleration.
(List<Color>)
: Per-particle diffuse color.
(List<Color>)
: Per-particle emission color.
(List<Color>)
: Corresponds to Maya's userVector1PP.
(List<Color>)
: Corresponds to Maya's userVector2PP.
(List<Color>)
: Corresponds to Maya's userVector3PP.
(List<Color>)
: Corresponds to Maya's userVector4PP.
(List<Color>)
: Corresponds to Maya's userVector5PP.
(List<float>)
: Per-particle age.
(List<float>)
: Per-particle lifespan.
(List<float>)
: Per-particle opacity.
(List<float>)
: Corresponds to Maya's userScalar1PP.
(List<float>)
: Corresponds to Maya's userScalar2PP.
(List<float>)
: Corresponds to Maya's userScalar3PP.
(List<float>)
: Corresponds to Maya's userScalar4PP.
(List<float>)
: Corresponds to Maya's userScalar5PP.
(Plugin)
: The triangle mesh that will be instanced.This is used only for some of the particle render types.
(int)
: 3 - multipoints; 4 - multistreak; 6 - points; 7 - Spheres; 8 - Sprites; 9 - Streak.Everything else gives a warning and renders as spheres.
(List<Vector>)
: The positions of the particles.
(List<Vector>)
: The velocities of the particles. This is in world units per frame.
(List<int>)
: The particle IDs. Some particles may disappear within the motion blur interval so we need these when storing moving primitives in MovingParticleGeomGen. This parameter is required to render motion blur.
(List<float>)
: The particle radii when the particles are spheres.
(List<int>)
: Per-Particle sprite number.
(List<Vector>)
: Per-particle normals for point particles.
(float)
: The constant particle radius when radii is empty.
(float)
: The width of sprite particles in world units.
(float)
: The height of sprite particles in world units.
(float)
: The twist of sprite particles in degrees.
(List<float>)
: Parameter for per particle scale on the X-axis.
(List<float>)
: Parameter for per particle scale on the Y-axis.
(List<float>)
: Parameter for per particle twist (z-axis rotation).
(int)
: 0 - orient sprites towards the camera center, 1 - orient sprites parallel to the camera plane
(float)
: The size of point and multipoint particles, in pixels.
(boolean)
: If true, the point size will be taken form radii parameter
(boolean)
: If true, the point size is in world space, not screen space
(boolean)
: If true and the camera is orthographic, the size is calculated from the camera's width
(int)
: The number of particles generated for each input particle, when the render type is multipoints or multistreaks.
(float)
: The maximum distance between the original and a generated particle when the render type is multipoints or multistreaks.
(float)
: The width of streak particles, in pixels
(float)
: The length of streak particles, in world units, the actual length depends on the particle velocity as well.
(boolean)
: If off, shading an intersection with this mesh will not generate a gbuffer.
(Plugin)
: External data source to be used instead of positions, velocities, ids and radii
Partio geometry source plugin for V-Ray for Maya [gpuSupport=(partial)]
Geometry source plugin for a simple sphere. [gpuSupport=(none)]
(float)
: The radius of the sphere in object space.
(boolean)
: Flips the normals of the sphere
Geometry source plugin. Defines an infinite plane. [gpuSupport=(full)]
(int)
: Specifies whether to use real-world scale, which changes the UV coordinates. 0 - Don't use world scale. 1 - Use world scale.
Geometry instancing plugin. Replaces its source geometry with a box in the main tree and intersects in its own tree. Used for example for optimizing view-independent displacement [gpuSupport=(none)]
(List<Plugin>)
: The instancing source. Support any plugin providing EXT_STATIC_GEOM_SOURCE or EXT_VRAY_HIERARCHICAL_PARAMETERIZED_NODE interfaces.
(String)
: Path to a *.vrscene file. If set then other sources are ignored.
(List<Vector>)
: Instance transforms vector (4 vectors are one transform: 3 columns of the matrix and offset).
(List<Transform>)
: Instance transforms
(Transform)
: Additional instance transform. Useful when source type is not Node, but you need Node::transform like additional transform.
(List<Vector>)
: Instance velocities. Optional, if set then transform for the end of the motion blur interval will be ignored.
(List<String>)
: Plugin instance names list to hide when "file" is used.
(int)
: When on, the "exclude_list" is considered an "Include List".
(int)
: Axis flipping when "file" is used: 0 - do not transform the coordinate system, 1 - detect up axis automatically, 2 - transform the axis from Z-up to Y-up, 3 - transform the axis from Y-up to Z-up
(List<Plugin>)
: Instance shaders. Optional; allows shader override per-instance. Single item will override all shaders. It's a separate list to reduce export size, because instances may share the same shader.
(List<int>)
: Instance shader index into "shaders" array. Optional; used only if "shaders" are set. The value of -1 means don't override.
(List<Object>)
: Scene name based shader overrides when "file" is used. Works only in rayserver mode. A list of lists. Each inner list has the format
[
"path", shaderPlugin, ...
]
. Path element supports wildcard pattern matching. For example List(List("scene/cubes/pCube
[
1
]
", red1@material, "scene/spheres/pSphere[12]/
", VRayMtl4@material)).
(List<int>)
: Instance scene name shader override index into "shaders_match" list.
(String)
: Scene name based shader override file. If set "shaders_match" and "shaders_match_indexes" are ignored.
(List<Plugin>)
: Instance map channel overrides. Optional; allows map channel override per-instance. It's a separate list to reduce export size, because instances may share the same map channel plugin.
(List<int>)
: Instance map channel index into "map_channels" array. Optional; used only if "map_channels" are set. The value of -1 means don't override.
(Plugin)
: Object properties.
(List<int>)
: Per-instance serialized user attributes (refer to BinUserAttributesWriter).
Chaos Scatter instancing plugin [gpuSupport=(full)]
(List<Plugin>)
: Geometry to scatter on
(List<float>)
: Relative scatter probability factors for target meshes
(int)
: Tangents computation mode for target surfaces
(List<Plugin>)
: Objects to be scattered
(List<float>)
: Relative frequency with which models are selected
(List<int>)
: Parent index of the models
(int)
: Scatter type (Splines/Surfaces/In bounding box
(int)
: Limits the maximum number of scattered instances
(int)
: The seed of the random distribution
(boolean)
: Enable temporal consistency
(double)
: Rest pose frame used for temporal consistency
(boolean)
: Discard colliding instances
(float)
: Bounding box multiplier for collision detection
(int)
: Surface scatter mode (Random/UV)
(int)
: Surface scatter count
(boolean)
: Use instances per area
(float)
: Square size for distribution per area
(TextureFloat)
: Distribution density texture
(int)
: Distribution density texture pattern
(int)
: UV mapping pattern
(boolean)
: Override by planar mapping
(int)
: The projection axis for planar mapping on non-planar meshes
(boolean)
: Lock V for spacing, jitter and offset
(float)
: Surface map spacing U
(float)
: Surface map spacing V
(float)
: Surface map jitter U
(float)
: Surface map jitter V
(float)
: Surface map offset U
(float)
: Surface map offset V
(int)
: Target meshes mapping channel index
(String)
: Target meshes mapping channel name. Overrides "map_channel" if not empty.
(boolean)
: Slope limit enabled (false/true)
(int)
: Slope limit up axis mode (Local/World)
(float)
: Minimum slope in radians
(float)
: Maximum slope in radians
(boolean)
: Altitude limit enabled (false/true)
(int)
: Altitude limit mode (Position independent/World)
(float)
: Minimum altitude
(float)
: Maximum altitude
(List<Vector>)
: Altitude falloff curve control points
(int)
: Altitude falloff curve interpolation
(List<Vector>)
: Spline target vertices. Allows for multiple separate splines one after the other. For two separate splines spline_vertices will contain all vertices and spline_vertex_counts will contain two numbers.
(List<int>)
: Spline target vertex counts
(List<Transform>)
: Spline target transforms
(float)
: Distance between instances on spline
(float)
: Amount of randomness in on-spline distribution
(float)
: Offset for all instances, 1 means the instances will shift by one place
(float)
: Controls orientation of instances. 1.0 - follow spline direction, 0.0 - unchanged
(int)
: Volume scatter count
(boolean)
: Use instances per volume
(float)
: Cube size for distribution per volume
(Vector)
: Translation From
(Vector)
: Translation To
(float)
: Translation Step
(boolean)
: Enable translation stepping on X axis
(boolean)
: Enable translation stepping on Y axis
(boolean)
: Enable translation stepping on Z axis
(Texture)
: Translation map
(int)
: Mode for interpreting translation map
(boolean)
: Enable translation map on X axis
(boolean)
: Enable translation map on Y axis
(boolean)
: Enable translation map on Z axis
(Vector)
: Rotation From
(Vector)
: Rotation To
(float)
: Rotation Step
(boolean)
: Enable rotation stepping on X axis
(boolean)
: Enable rotation stepping on Y axis
(boolean)
: Enable rotation stepping on Z axis
(float)
: Normal Alignment
(Texture)
: Rotation map
(int)
: Mode for interpreting rotation map
(boolean)
: Enable rotation map on X axis
(boolean)
: Enable rotation map on Y axis
(boolean)
: Enable rotation map on Z axis
(boolean)
: Preserve model rotation
(boolean)
: Look at auto-rotation enabled (false/true)
(Plugin)
: Reference to the focus target object selected by the user
(float)
: Max fallOff distance from the focusDirection position
(List<Vector>)
: Look at falloff curve control points
(int)
: Look at falloff curve interpolation
(int)
: Model objects orientation axis
(boolean)
: Model objects orientation axis inversion (false/true)
(boolean)
: When true,instances are rotated horizontally (only)
(Vector)
: Scale From
(Vector)
: Scale To
(float)
: Scale Step
(boolean)
: Enable scale stepping on X axis
(boolean)
: Enable scale stepping on Y axis
(boolean)
: Enable scale stepping on Z axis
(boolean)
: Uniform Scaling
(Texture)
: Scale map
(int)
: Mode for interpreting scale map
(boolean)
: Enable scale map on X axis
(boolean)
: Enable scale map on Y axis
(boolean)
: Enable scale map on Z axis
(boolean)
: Preserve model scale
(List<Vector>)
: Include/exclude spline vertices
(List<int>)
: Include/exclude spline vertex counts
(List<Plugin>)
: Include/exclude meshes or GeomScatterSpline
(List<int>)
: Area Modifiers operator (Include/Exclude)
(List<float>)
: Area Modifiers near falloff
(List<float>)
: Area Modifiers far falloff
(List<float>)
: Area Modifiers scale
(List<float>)
: Area Modifiers density
(List<int>)
: Area Modifiers axis (X/Y/Z)
(int)
: Determine which axis is Up for the target and model geometry objects
(int)
: Edge trimming enable flag
(boolean)
: Camera clipping enable flag
(int)
: Camera clipping mode
(Plugin)
: Selected clipping camera plugin, if the mode='SelectedCamera'
(float)
: Uniform extension to camera view frustum in all directions
(boolean)
: Camera near/far clipping enable flag
(float)
: Camera near clipping distance
(float)
: Camera far clipping distance
(List<int>)
: List of IDs for the overridden instances, where each pack of 3 integeres represents uint64 ID hi&low part and override flags
(List<Transform>)
: List of transforms for the overridden instances
(List<Vector>)
: List of placements (barycoors and target triangle index) for the overridden instances
(boolean)
: Enable/disable surface color maps presample.
(boolean)
: If true - override all instance names, paths and attributes with those of the scatter node;if false - have instance match their prototype names. Used for altering Cryptomatte node name channel appearance.
(boolean)
: If true - skip transformations rebase related to the up axis.
(boolean)
: If true - skip original model rotation, which is used to influence instances scattering on a spline.
(boolean)
: If true - acquire the preserved model transform at rest pose time.
(boolean)
: If true - use static/constant reference direction for spline scattering normals
(boolean)
: If true - use the old planar map calculation, which does not swap scale factors on axis swap.
(int)
: If 0 - use the lights object space bounding boxes. If 1 - use max-specific lights object space bounding boxes (area lights related). If 2 - use the lights world bounding boxes to approximate object-space bounding boxes (legacy).
(boolean)
: If true - use the old single user channel limitation, which does not allow using different channels for different plugged maps.
(boolean)
: If true - use the legacy incorrect population rearrangement in the vicinity of edited instances
(boolean)
: If true - use the legacy insufficient treatment in the temporal consistency of the collision avoidance in animated scenes with changing transformations.
(boolean)
: If true - use the old too benevolent treatment of instances scattered onto very small triangles of the mesh when using UV-distribution
(boolean)
: If true - use the old altitude falloff density randomization, which may show differences under specific circumstances.
(boolean)
: If true - use the old altitude falloff density calculations, which may suffer inconsistencies under different paltform/os.
(boolean)
: If true - enable the legacy transforms calculation, which may suffer inconsistencies under different paltform/os.
(boolean)
: If true - enable the legacy volatile/unsafe instance IDs for the edited instances; If false - have them safe
(boolean)
: If true - brings back the map channel cyclic selection; If false use the exact channel selected or 0 the channel isn't available)
Chaos Scatter spline input plugin [gpuSupport=(full)]
(List<Vector>)
: Spline vertices
(int)
: Triangulate as mesh (0:off; 1:on; 2:only if closed)
Geometry source plugin. Defines mesh data (including UV coordinates and per-face material IDs). Supports motion blur and dynamic loading. [gpuSupport=(full)]
(List<Vector>)
: Array of Vector vertex positions for the mesh (in object space)
(List<int>)
: Array of indices into the 'vertices' array. Each three consecutive indices form a triangle.
(List<Vector>)
: Array of normal vectors
(List<int>)
: Array of indices into the 'normals' array. Each three consecutive indices form a triangle, so each vertex can have a unique normal for each triangle it is part of. The size of this array should match the size of 'faces'.
(List<Object>)
: A list of mapping channels; each channel itself is a list of 3 elements - the channel index, the channel vertices and the channel faces.
(List<String>)
: A list containing the names of the mapping channels.
(List<int>)
: A list of edge visibility flags, each integer in the list has edge visibility information for 10 consecutive faces (3 bits per face)
(List<int>)
: Material IDs for each face
(List<Object>)
: A list of shader names; each item is a list of 2 elements - 0: face material ID, 1: shader name
(List<Object>)
: A list of mapping channels with smooth derivs; this can also be a single boolean value to specify whether all channels are smooth.
(float)
: If this parameter is present, the vertices of the mesh which are within the given threshold of one another will be welded. If absent or negative, no welding is performed.
(Plugin)
: The reference mesh which is used to calculate the uvw coordinates when a 3d placement is used.
(Transform)
: The transform of the reference mesh.
(boolean)
: Whether this geometry is visible to primary camera rays. If off shading an intersection with this mesh will not generate a gbuffer.
(int)
: Build time optimization modes. When set, V-Ray will reduce build times for ray accelerating structures at the cost of slightly increased render time. 0 - None; 1 - Dynamic Geometry; 2 - Embree Geometry
(boolean)
: True to smooth UVs at mesh borders when rendering this mesh as a subdivision surface.
(boolean)
: True to smooth UVs when rendering this mesh as a subdivision surface.
(List<Vector>)
: Per vertex velocities, taken from a ColorSet in Maya
(List<int>)
: A list of indices of the first vertices of the polygons of degree greater than 4. Used by the OpenSubdiv library for subdivision.
(boolean)
: True to enable OpenSubdiv subdivision.
(int)
: Level of OpenSubdiv subdivision. 0 means no subdivison.
(int)
: Type of OpenSubdiv subdivision. 0 - Catmull Clark, 1 - Loop
(boolean)
: True to smooth UVs when applying subdivision with OpenSubdiv
(int)
: Different modes for subdividing the uv boundaries with OpenSubdiv. The valid values are: 0 - none; 1 - internal; 2 - all
(boolean)
: True to keep the geometry boundaries in place while subdividing the mesh with OpenSubdiv.
(List<int>)
: The indices of the vertices of the creased edges. Contains two indices per edge.
(List<float>)
: Sharpness values for each creased edge.
(List<int>)
: A list of creased vertices.
(List<float>)
: The sharpness values of the creased vertices.
(int)
: Compatibility mode (0 - Default (Maya); 1 - Houdini; 2 - 3dsMax extended time instancing). Currently affects velocity interpolation and motion blur samples processing.
Geometry source plugin. Defines a smooth NURBS surface. [gpuSupport=(none)]
(List<Object>)
: List of lists. Each inner list defines one NURB spline with control vertices (vectors).
(List<Object>)
: List of lists. Each inner list contains the weights (floats) for one NURB spline. Must match the control vertices lists in 'cvs'.
(List<Plugin>)
: List of TrimmingRegion objects. The orientation is used to determine whether the trim will generate geometry inside of it or outside of it
(List<Plugin>)
: List of NURBSCurve objects - the trimming curves
(Plugin)
: A single TrimmingRegionsComplex plug-in containing all the trim information.
(List<float>)
: U direction knot values
(List<float>)
: V direction knot values
(int)
: Maximum depth of subdivision when tessellating the NURBS
(float)
: Specifies how far the approximation can deviate from the actual NURBS surface
(boolean)
(int)
(int)
(int)
: (0 - Clamped, 1 - Closed, 2 - Open)
(int)
: (0 - Clamped, 1 - Closed, 2 - Open)
(int)
(int)
(boolean)
: If true, invert the directions
(boolean)
(boolean)
: Whether this geometry is visible to primary camera rays
(Plugin)
: The reference nurbs object which is used to calculate the uvw coordinates when a 3d placement is used.
(Transform)
: The transform of the reference nurbs object.
Wrapper for another geometry source plugin. Adds face smoothing (subdivision). Can also directly add displacement instead of chaining with GeomStaticDisplacedMesh [gpuSupport=(full)]
(Plugin)
: The triangle mesh that will be displaced
(Texture)
: The displacement texture. Its intensity is used if the displacement is 2d.
(TextureFloat)
: The displacement texture
(float)
: Determines the displacement amount for white areas in the displacement map; if use_globals is true this is multiplied by the global displacement amount option.
(float)
: This constant value is added to the displacement map
(boolean)
: If true, the plugin will attempt to keep the continuity of the displaced surface
(float)
: Geometry below this displacement level will be clipped away
(int)
: When this is 1, the red, green and blue channels of displacement_tex_color will be used to perform vector displacement with base 0.5; if this is 2, then the map matches the Mudbox displacement maps in absolute tangent space; 3 - vector displacement in object space.
(int)
: The mapping channel to use for vector displacement.
(String)
: The mapping channel name to use for vector displacement. Overrides the map_channel parameter if valid.
(int)
: This parameter overrides the imgWidth paramter from VRayFrameData during the calculation of the subdivision depth.
(boolean)
: If this option is equal to 1 then the normals of the generated triangles are cached. It has effect only if the surface is displaced.
(boolean)
: If true, the parent transformation will affect the amount of displacement. Used only when doing 3D displacement.
(boolean)
: True if the resulting triangles of the subdivision algorithm will be inserted into the rayserver as static geometry.
(boolean)
: If true, the global displacement quality settings will be used.
(boolean)
: If use_globals is false, this determines if view-dependent tessellation is used.
(float)
: If use_globals is false, this determines the approximate edge length for the sub-triangles.
(int)
: If use_globals is false, this determines the maximum subdivisions for a triangle of the original mesh.
(boolean)
: If true, the min/max values for the displacement texture are specified by the min_bound and max_bound parameters; if false, these are calculated automatically.
(Color)
: The lowest value for the displacement texture
(Color)
: The biggest value for the displacement texture
(int)
: The valid values are: -1 - not set; 0 - none; 1 - internal; 2 - all
(boolean)
: If true, edges on the geometry border won't be subdivided
(boolean)
: If equal to 1 then the classical Catmull-Clark masks will be used for meshes which contain only quadrangles.
Provide render engine type as a plugin in the vrscene
(String)
: Rendering platform identifier: cpu/cuda/rtx.
(String)
: Automatically set! Do not set from the integration yourself! V-Ray core version currently formatted as
(String)
: Automatically set! Do not set from the integration yourself! Source control revision (git hash).
(String)
: Automatically set! Do not set from the integration yourself! 5-digit build number, e.g. 31234.
(String)
: Automatically set! Do not set from the integration yourself! Format: YYYY-MM-DD HH:MM GMT
(String)
: The build modification string: ADV/EDU/PLE. ADV is assumed if blank/missing.
(String)
: Host application like "3ds Max", "Maya".
(String)
: Host application version as string.
Top-level geometry plugin. Efficiently instances objects in the scene. Often used for particles and vegetation. [gpuSupport=(partial)]
(List<Color>)
: Per-particle acceleration.
(List<Color>)
: Per-particle diffuse color.
(List<Color>)
: Per-particle emission color.
(List<Color>)
: Corresponds to Maya's userVector1PP.
(List<Color>)
: Corresponds to Maya's userVector2PP.
(List<Color>)
: Corresponds to Maya's userVector3PP.
(List<Color>)
: Corresponds to Maya's userVector4PP.
(List<Color>)
: Corresponds to Maya's userVector5PP.
(List<float>)
: Per-particle age.
(List<float>)
: Per-particle lifespan.
(List<float>)
: Per-particle opacity.
(List<float>)
: Corresponds to Maya's userScalar1PP.
(List<float>)
: Corresponds to Maya's userScalar2PP.
(List<float>)
: Corresponds to Maya's userScalar3PP.
(List<float>)
: Corresponds to Maya's userScalar4PP.
(List<float>)
: Corresponds to Maya's userScalar5PP.
(List<Object>)
: A list of N+1 elements where N is the number of instances; the first element is a time value, the rest are lists with elements: particle id, transform, velocity transform, hasInstanceTime, instanceTime, additional_params_flags, additional_param_1, ..., additional_param_N, visibility, node, node, node, ...
(Plugin)
: Use override material even if particle has a material specified.
(int)
: Number of transform samples for motion blur
(boolean)
: If false, no geometry will be generated and rendered
(boolean)
: Set to true if the particle shade data sent to the instanced geometry needs to include the particle ID.
(boolean)
: If this is set to 'true' the lists in the 'instances' parameter have additional parameters after 'time instancing' parameters - an int with flags indicating what parameters follow and after that the parameters that follow. Their types depend on the flags in the int and are in a strictly defined order. New flags may be added and additional parameters for them can be added at the end of the chain. The flags are defined in HierarchicalParameterizedNodeParameters in an enum.
(boolean)
: Use particle visibility. If set to 'true' the lists in the 'instances' parameter have particle visibility parameter after 'additional parameters'.
(boolean)
: Directly interpolate particle velocity.
(int)
: Values for this parameter other than 0 are EXPERIMENTAL and WORK IN PROGRESS. This parameter tells the Instancer how to generate the render IDs for its instances. 0 - each instance has the same render ID as its source Node. 1 - all instances have the same render ID even those generated from different Nodes. 2 - all instances have different render IDs even those generated from the same Node.
(List<Plugin>)
: Extra channels that hold auxiliary instances data
(int)
: If this is set to 1 or 2 the 'instances' parameter will contain the elements hasInstanceTime (bool) and instanceTime (double). Otherwise, they should not be present.0 - no time instancing applied. 1 - time instancing applied - only sequential times/samples permitted2 - time instancing applied - arbitrary times/samples permitted (used along with TimeInstancedGeom)
Geometry source plugin that feeds a top-level plugin such as Node. Efficiently instances objects in the scene. Often used for particles and vegetation. [gpuSupport=(partial)]
(List<Color>)
: Per-particle acceleration.
(List<Color>)
: Per-particle diffuse color.
(List<Color>)
: Per-particle emission color.
(List<Color>)
: Corresponds to Maya's userVector1PP.
(List<Color>)
: Corresponds to Maya's userVector2PP.
(List<Color>)
: Corresponds to Maya's userVector3PP.
(List<Color>)
: Corresponds to Maya's userVector4PP.
(List<Color>)
: Corresponds to Maya's userVector5PP.
(List<float>)
: Per-particle age.
(List<float>)
: Per-particle lifespan.
(List<float>)
: Per-particle opacity.
(List<float>)
: Corresponds to Maya's userScalar1PP.
(List<float>)
: Corresponds to Maya's userScalar2PP.
(List<float>)
: Corresponds to Maya's userScalar3PP.
(List<float>)
: Corresponds to Maya's userScalar4PP.
(List<float>)
: Corresponds to Maya's userScalar5PP.
(List<Object>)
: A list of N+1 elements where N is the number of instances; the first element is a time value, the rest are lists with elements: particle id, transform, velocity transform, hasInstanceTime, instanceTime, additional_params_flags, additional_param_1, ..., additional_param_N, visibility, node, node, node, ...
(Plugin)
: Use override material even if particle has a material specified.
(int)
: Number of transform samples for motion blur
(boolean)
: If false, no geometry will be generated and rendered
(boolean)
: Set to true if the particle shade data sent to the instanced geometry needs to include the particle ID.
(boolean)
: If this is set to 'true' the lists in the 'instances' parameter have additional parameters after 'time instancing' parameters - an int with flags indicating what parameters follow and after that the parameters that follow. Their types depend on the flags in the int and are in a strictly defined order. New flags may be added and additional parameters for them can be added at the end of the chain. The flags are defined in HierarchicalParameterizedNodeParameters in an enum.
(boolean)
: Use particle visibility. If set to 'true' the lists in the 'instances' parameter have particle visibility parameter after 'additional parameters'.
(boolean)
: Directly interpolate particle velocity.
(int)
: Values for this parameter other than 0 are EXPERIMENTAL and WORK IN PROGRESS. This parameter tells the Instancer how to generate the render IDs for its instances. 0 - each instance has the same render ID as its source Node. 1 - all instances have the same render ID even those generated from different Nodes. 2 - all instances have different render IDs even those generated from the same Node.
(List<Plugin>)
: Extra channels that hold auxiliary instances data
(int)
: If this is set to 1 or 2 the 'instances' parameter will contain the elements hasInstanceTime (bool) and instanceTime (double). Otherwise, they should not be present.0 - no time instancing applied. 1 - time instancing applied - only sequential times/samples permitted2 - time instancing applied - arbitrary times/samples permitted (used along with TimeInstancedGeom)
Ambient light source (GL-style fake GI) [gpuSupport=(none)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(boolean)
: True if near decay is enabled
(float)
: A distance value where the near decay starts
(float)
: A distance value where the near decay ends
(boolean)
: True if far decay is enabled
(float)
: A distance value where the far decay starts
(float)
: A distance value where the far decay ends
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(boolean)
: If true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
(float)
: The size of the light; 0.0 is a point light, larger values produces soft (area) shadows
(TextureFloat)
: A float texture that if present will override the shadows radius parameter
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(int)
: Controls the number of samples used to compute lighting
(float)
: Exponent for the distance decay function. The default is the inverse square law. 0 disables decay.
(TextureFloat)
: The ambient component of the omni light
V-Ray implementation of the ambient light in 3dsMax [gpuSupport=(none)]
(boolean)
: true if the light is enabled
(int)
: Specifies which rays are affected by the ambient light
(float)
: minimal distance for gi rays
(Texture)
: The ambient color
(boolean)
: true to compensate for camera exposure
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
Infinite directional (parallel) light source [gpuSupport=(partial)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(int)
: Controls the number of samples used to compute lighting
(float)
: Radius of the beam around the light. This only determines where photons for caustics are shot from. Set to 0.0 if you want to disable the beam
(float)
: A value larger than 0.0 makes the light cast soft shadows
V-Ray implementation of the directional light in 3dsMax [gpuSupport=(partial)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(boolean)
: If true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
(float)
: The size of the light; 0.0 is a point light, larger values produces soft (area) shadows
(TextureFloat)
: A float texture that if present will override the shadows radius parameter
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(int)
: Controls the number of samples used to compute lighting
(Texture)
(int)
: Decay type (0 - no decay, 1 - linear, 2 - square)
(float)
: Minimum distance to start applying decay
(boolean)
: true to use near attenuation
(float)
: Near attenuation start distance
(float)
: Near attenuation end distance
(boolean)
: true to use far attenuation
(float)
: far attenuation start distance
(float)
: far attenuation end distance
(int)
: Shape for soft shadows (0 - box, 1 - sphere)
(float)
: V-size for box shadows
(float)
: W-size for box shadows
(boolean)
: true if the light is not limited in the beam
(float)
: The hotspot, in radians
(float)
: The entire spot cone, in radians
(int)
: The shape of the beam (0 - circular, 1 - rectangular, 2 - smooth rectangular)
(float)
: Aspect for the rectangle shape
Infinite directional (parallel) light source. Similar to LightDirect, but treats soft shadows differently. [gpuSupport=(partial)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(int)
: Controls the number of samples used to compute lighting
(float)
: Radius of the beam around the light. This only determines where photons for caustics are shot from. Set to 0.0 if you want to disable the beam
(float)
: A value larger than 0.0 makes the light cast soft shadows
Dome light source for image based lighting. Intersected infinitely away from the scene (when a ray doesn't hit anything) [gpuSupport=(partial)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(int)
: Controls the number of samples for sampling the light's shadows. Higher values produce smoother results but take more time to render. This parameter is controlled by the Min Shading Rate in the image sampler (SettingsImageSampler::min_shade_rate), when SettingsDMCSampler::use_local_subdivs=0.
(boolean)
: True if the light is NOT directly visible from the camera and false otherwise.
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(boolean)
: True if the light appears in reflections and false otherwise.
(int)
: Object ID for use by shaders, render elements, etc.
(boolean)
: This parameter is for debugging only. It should always be set to true in user scenes. When set to false, rendering quality is not optimal.
(boolean)
: When enabled, the dome light covers the entire sphere around the scene. When off, the light covers a hemisphere only.
(boolean)
: True if the texture should be used
(Texture)
: Specify the texture to use. You have to set use_dome_tex=1 as well.
(int)
: The texture presampling resolution
(float)
: The adaptivity of the sampling to the texture brightness (0.0 - no adaptivity; 1.0 - full adaptivity
(float)
: Defines a sphere around the center of the dome light TOWARD which photons are fired. This radius should encompass all glass and metal surfaces that you want to create caustics.
(float)
: Defines a sphere around the center of the dome light FROM which photons are fired. This radius should encompass all geometry in the scene.
(boolean)
: Determines whether or not the Dome light is visible in the Alpha channel of the render. When enabled, you will have a white alpha where the background is visible. When disabled, you will have black alpha where the background is visible.
(int)
: Specifies the method of determining the maximum distance to which shadow rays are going to be traced.
(float)
: The maximum distance to which shadow rays are going to be traced, when the ray distance mode is set to explicit.
(boolean)
: Speeds up the rendering by optimising the sampling algorithm for the Dome light. No light portals are needed with this setup. Light Cache must be set as the GI engine for this feature. Adaptive lights must be enabled.
(int)
: This is a debug parameter, which is not expected to be modified by users. The resolution of the dome light grid.
(int)
: This is a debug parameter, which is not expected to be modified by users. Number of tiles in u direction of the dome light.
(int)
: If enabled, the dome light becomes a finite half dome with ground. Intersections are still infinitely far away, but illumination is computed like for a finite light.
(float)
: The radius of the finite dome.
(float)
: The height of the camera center from the ground. This is the point of projection of the infinite dome to the finite.
(float)
: Determines the blending amount between the finite ground and upper hemisphere.
Light source using .ies file definitions of real fixtures [gpuSupport=(partial)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(boolean)
: True if near decay is enabled
(float)
: A distance value where the near decay starts
(float)
: A distance value where the near decay ends
(boolean)
: True if far decay is enabled
(float)
: A distance value where the far decay starts
(float)
: A distance value where the far decay ends
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(int)
: Controls the number of samples used to compute lighting
(String)
: IES file with luminaire description
(Color)
: A color multiplier for the light
(float)
: Limuous power (in lm); if zero, the default lumious power from the IES profile is used.
(boolean)
: if false then the prescribed power from the IES profile is used as a reference power,if true the reference power is calculated by V-Ray, based on the photometry data from the profile
(boolean)
: true to cause specular highlights produced by the light to match the light shape; false to always produce speculars as a point light
(int)
: 0 works as point light; 1 to use the shape of the light for shadows; 2 to also use it for illumination
(int)
: IES light shape; if -1 the default light shape from IES profile is used.
(float)
: Light shape width (in metres); if ies_light_shape is -1 the default light width from the IES profile is used.
(float)
: Light shape length (in metres); if ies_light_shape is -1 the default light length from the IES profile is used.
(float)
: Light shape height (in metres); if ies_light_shape is -1 the default light height from the IES profile is used.
(float)
: Light shape diameter (in metres); if ies_light_shape is -1 the default light diameter from the IES profile is used.
(boolean)
: If this is true, the intensity values of the IES file will be scaled, so the new maximum value is new_max_intensity.
(float)
: The new maximum intensity after rescaling the intensities in the IES file, when rescale_max_intensty is true. This value is in cd(candelas).
LightIESMax is deprecated, please use LightIES instead This is 3dsMax only. Use LightIES instead. Light source using .ies file definitions of real fixtures [gpuSupport=(partial)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(boolean)
: True if near decay is enabled
(float)
: A distance value where the near decay starts
(float)
: A distance value where the near decay ends
(boolean)
: True if far decay is enabled
(float)
: A distance value where the far decay starts
(float)
: A distance value where the far decay ends
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(int)
: Controls the number of samples used to compute lighting
(String)
: IES file with luminaire description
(Color)
: A color multiplier for the light
(float)
: Limuous power (in lm); if zero, the default lumious power from the IES profile is used.
(boolean)
: if false then the prescribed power from the IES profile is used as a reference power,if true the reference power is calculated by V-Ray, based on the photometry data from the profile
(boolean)
: true to cause specular highlights produced by the light to match the light shape; false to always produce speculars as a point light
(int)
: 0 works as point light; 1 to use the shape of the light for shadows; 2 to also use it for illumination
(int)
: IES light shape; if -1 the default light shape from IES profile is used.
(float)
: Light shape width (in metres); if ies_light_shape is -1 the default light width from the IES profile is used.
(float)
: Light shape length (in metres); if ies_light_shape is -1 the default light length from the IES profile is used.
(float)
: Light shape height (in metres); if ies_light_shape is -1 the default light height from the IES profile is used.
(float)
: Light shape diameter (in metres); if ies_light_shape is -1 the default light diameter from the IES profile is used.
(boolean)
: If this is true, the intensity values of the IES file will be scaled, so the new maximum value is new_max_intensity.
(float)
: The new maximum intensity after rescaling the intensities in the IES file, when rescale_max_intensty is true. This value is in cd(candelas).
Light instancing plugin. [gpuSupport=(full)]
(boolean)
: Switch to enabled/disable light instances illumation.
(Plugin)
: The instancing source. Supports any plugin providing EXT_LIGHT_INTERFACE.
(List<Vector>)
: Instances transforms vector (4 vectors are one transform: 3 columns of the matrix and offset).
(List<Transform>)
: Instances transforms.
(boolean)
: Multiply instance transform with the source light transform.
(List<Color>)
: Instances colors.
(List<float>)
: Instances intensities.
A light source representing the pre-computed radiance of a luminaire. [gpuSupport=(none)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(boolean)
: True if near decay is enabled
(float)
: A distance value where the near decay starts
(float)
: A distance value where the near decay ends
(boolean)
: True if far decay is enabled
(float)
: A distance value where the far decay starts
(float)
: A distance value where the far decay ends
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(int)
: Controls the number of samples for sampling the light's shadows. Higher values produce smoother results but take more time to render. This parameter is controlled by the Min Shading Rate in the image sampler (SettingsImageSampler::min_shade_rate), when SettingsDMCSampler::use_local_subdivs=0.
(boolean)
: True if the light is NOT directly visible from the camera and false otherwise.
(boolean)
: When enabled, the light will occlude other lights for shadow, GI and reflection rays when it's invisible.
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(boolean)
: True if the light appears in reflections and false otherwise.
(boolean)
: When enabled, the intensity of the light will have no fall off with distance. Normally the light intensity is inversely proportional to the square of the distance from the light (surfaces that are farther from the light are darker than surfaces which are closer to the light).
(int)
: Object ID for use by shaders, render elements, etc.
(boolean)
: This parameter is for debugging only. It should always be set to true in user scenes. When set to false, rendering quality is not optimal.
(String)
: The filename of the luminaire cache. By default, the wavelet-compressed cache (.vlw) is expected but also grid (.vlg) and spherical harmonics (.vlsh) caches are supported.
(boolean)
: Turn on level of detail for wavelet-based fields.
(int)
: Importance sampling stretegy - 0: sample the box bounding sphere uniformly, 1: sample the solid angles of the visible box sides, 2: sampling multiple pre-baked viewpoints, 3: pre-baked viewpoints + hierarchical wavelet sampling (only wavelet representation), 4: hierarchical wavelet sampling (only wavelet representation)
(boolean)
: Turn on filtering for grid and wavelet proxies.
(float)
: Multiplier for the spread of vMF lobe, measured in number of (equiangular) bins.
(float)
: Scaling factor of the luminaire.
Area light source based on a custom geometry source [gpuSupport=(partial)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(boolean)
: True if near decay is enabled
(float)
: A distance value where the near decay starts
(float)
: A distance value where the near decay ends
(boolean)
: True if far decay is enabled
(float)
: A distance value where the far decay starts
(float)
: A distance value where the far decay ends
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(int)
: Controls the number of samples for sampling the light's shadows. Higher values produce smoother results but take more time to render. This parameter is controlled by the Min Shading Rate in the image sampler (SettingsImageSampler::min_shade_rate), when SettingsDMCSampler::use_local_subdivs=0.
(boolean)
: True if the light is NOT directly visible from the camera and false otherwise.
(boolean)
: When enabled, the light will occlude other lights for shadow, GI and reflection rays when it's invisible.
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(boolean)
: True if the light appears in reflections and false otherwise.
(boolean)
: When enabled, the intensity of the light will have no fall off with distance. Normally the light intensity is inversely proportional to the square of the distance from the light (surfaces that are farther from the light are darker than surfaces which are closer to the light).
(boolean)
: Controls whether light is emitted from both sides of each face.
(int)
: Specifies if the light is a portal light (0 - normal light, 1 - portal light, 2 - simple portal light)
(int)
: Object ID for use by shaders, render elements, etc.
(boolean)
: This parameter is for debugging only. It should always be set to true in user scenes. When set to false, rendering quality is not optimal.
(Plugin)
: A geometry mesh plugin which will provide the shape of the light
(boolean)
: Normally, the surface of the source emits light equally in all directions. When this option is off, more light is emitted in the direction of the source surface normal.
(boolean)
: True if the texture should be used
(Texture)
: The light texture. You also need use_tex=1.
(int)
: The internal texture resolution
(boolean)
: When this is true the texture will be cached at tex_resolution x tex_resolution and this cached texture will be used to determine the texture color for shadows rays, speeding up light evaluation, especially for complex procedural textures
(String)
: A list of user defined attributes in the form "attrName1=value1;attrName2=value2" where values are usually numbers, strings or R,G,B triplets
(List<int>)
: Serialized user attributes (refer to BinUserAttributesWriter).
(Plugin)
: A plugin providing map channels override data via EXT_EXTERNAL_MAP_CHANNELS interface.
Omnidirectional point light source [gpuSupport=(partial)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(boolean)
: True if near decay is enabled
(float)
: A distance value where the near decay starts
(float)
: A distance value where the near decay ends
(boolean)
: True if far decay is enabled
(float)
: A distance value where the far decay starts
(float)
: A distance value where the far decay ends
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(boolean)
: If true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
(float)
: The size of the light; 0.0 is a point light, larger values produces soft (area) shadows
(TextureFloat)
: A float texture that if present will override the shadows radius parameter
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(int)
: Controls the number of samples used to compute lighting
(float)
: Exponent for the distance decay function. The default is the inverse square law. 0 disables decay.
V-Ray implementation of the omnidirectional light in 3dsMax [gpuSupport=(partial)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(boolean)
: If true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
(float)
: The size of the light; 0.0 is a point light, larger values produces soft (area) shadows
(TextureFloat)
: A float texture that if present will override the shadows radius parameter
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(int)
: Controls the number of samples used to compute lighting
(Texture)
(int)
: Decay type (0 - no decay, 1 - linear, 2 - square)
(float)
: Minimum distance to start applying decay
(boolean)
: true to use near attenuation
(float)
: Near attenuation start distance
(float)
: Near attenuation end distance
(boolean)
: true to use far attenuation
(float)
: far attenuation start distance
(float)
: far attenuation end distance
(int)
: Shape for soft shadows (0 - box, 1 - sphere)
(float)
: V-size for box shadows
(float)
: W-size for box shadows
Rectangular or disc shaped area light source [gpuSupport=(partial)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(boolean)
: True if near decay is enabled
(float)
: A distance value where the near decay starts
(float)
: A distance value where the near decay ends
(boolean)
: True if far decay is enabled
(float)
: A distance value where the far decay starts
(float)
: A distance value where the far decay ends
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(int)
: Controls the number of samples for sampling the light's shadows. Higher values produce smoother results but take more time to render. This parameter is controlled by the Min Shading Rate in the image sampler (SettingsImageSampler::min_shade_rate), when SettingsDMCSampler::use_local_subdivs=0.
(boolean)
: True if the light is NOT directly visible from the camera and false otherwise.
(boolean)
: When enabled, the light will occlude other lights for shadow, GI and reflection rays when it's invisible.
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(boolean)
: True if the light appears in reflections and false otherwise.
(boolean)
: When enabled, the intensity of the light will have no fall off with distance. Normally the light intensity is inversely proportional to the square of the distance from the light (surfaces that are farther from the light are darker than surfaces which are closer to the light).
(boolean)
: Controls whether light is emitted from both sides of each face.
(int)
: Specifies if the light is a portal light (0 - normal light, 1 - portal light, 2 - simple portal light)
(int)
: Object ID for use by shaders, render elements, etc.
(boolean)
: This parameter is for debugging only. It should always be set to true in user scenes. When set to false, rendering quality is not optimal.
(boolean)
: True if the light is disc shaped (round)
(float)
: The u dimension of the light (actually half-width) in scene units
(float)
: The v dimension of the light (actually half-height) in scene units
(float)
: Narrow the spread of the lighting and make the light directional
(float)
: Controls the strength of the directional distribution
(boolean)
: Normally, the surface of the source emits light equally in all directions. When this option is off, more light is emitted in the direction of the source surface normal.
(boolean)
: True if the texture should be used
(Texture)
: The light texture. You also need use_rect_tex=1.
(int)
: The texture presampling resolution
(float)
: The adaptivity of the sampling to the texture brightness (0.0 - no adaptivity; 1.0 - full adaptivity
Spherical area light source [gpuSupport=(partial)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(boolean)
: True if near decay is enabled
(float)
: A distance value where the near decay starts
(float)
: A distance value where the near decay ends
(boolean)
: True if far decay is enabled
(float)
: A distance value where the far decay starts
(float)
: A distance value where the far decay ends
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(int)
: Controls the number of samples for sampling the light's shadows. Higher values produce smoother results but take more time to render. This parameter is controlled by the Min Shading Rate in the image sampler (SettingsImageSampler::min_shade_rate), when SettingsDMCSampler::use_local_subdivs=0.
(boolean)
: True if the light is NOT directly visible from the camera and false otherwise.
(boolean)
: When enabled, the light will occlude other lights for shadow, GI and reflection rays when it's invisible.
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(boolean)
: True if the light appears in reflections and false otherwise.
(boolean)
: When enabled, the intensity of the light will have no fall off with distance. Normally the light intensity is inversely proportional to the square of the distance from the light (surfaces that are farther from the light are darker than surfaces which are closer to the light).
(int)
: Object ID for use by shaders, render elements, etc.
(boolean)
: This parameter is for debugging only. It should always be set to true in user scenes. When set to false, rendering quality is not optimal.
(float)
: The radius of the sphere light (in scene units).
(int)
: Defines the smoothness of the sphere when visible in camera/reflection rays.
Spot light source without area (directed point light) [gpuSupport=(partial)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(boolean)
: True if near decay is enabled
(float)
: A distance value where the near decay starts
(float)
: A distance value where the near decay ends
(boolean)
: True if far decay is enabled
(float)
: A distance value where the far decay starts
(float)
: A distance value where the far decay ends
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(boolean)
: If true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
(float)
: The size of the light; 0.0 is a point light, larger values produces soft (area) shadows
(TextureFloat)
: A float texture that if present will override the shadows radius parameter
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(int)
: Controls the number of samples used to compute lighting
(int)
: The type of transition in the penumbra region; 0 - linear; 1 - smooth cubic
(float)
: Exponent for the distance decay function. The default is the inverse square law. 0 disables decay.
(float)
: The entire spot cone, in radians
(float)
: The penumbra region, in radians; positive is outside the spot cone; negative is inside
(float)
: The dropOff attribute
(boolean)
: true to produce a barn door effect.
(float)
: angle between the light direction and the left barn door
(float)
: angle between the light direction and the right barn door
(float)
: angle between the light direction and the top barn door
(float)
: angle between the light direction and the bottom barn door
(boolean)
: True to use decay regions.
(float)
: Start of first decay region
(float)
: End of first decay region
(float)
: Start of second decay region
(float)
: End of second decay region
(float)
: Start of third decay region
(float)
: End of third decay region
V-Ray implementation of the spot light in 3dsMax [gpuSupport=(partial)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(boolean)
: If true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
(float)
: The size of the light; 0.0 is a point light, larger values produces soft (area) shadows
(TextureFloat)
: A float texture that if present will override the shadows radius parameter
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(int)
: Controls the number of samples used to compute lighting
(Texture)
(int)
: Decay type (0 - no decay, 1 - linear, 2 - square)
(float)
: Minimum distance to start applying decay
(boolean)
: true to use near attenuation
(float)
: Near attenuation start distance
(float)
: Near attenuation end distance
(boolean)
: true to use far attenuation
(float)
: far attenuation start distance
(float)
: far attenuation end distance
(int)
: Shape for soft shadows (0 - box, 1 - sphere)
(float)
: V-size for box shadows
(float)
: W-size for box shadows
(boolean)
: true if the light is not limited in the beam
(float)
: The hotspot, in radians
(float)
: The entire spot cone, in radians
(int)
: The shape of the beam (0 - circular, 1 - rectangular, 2 - smooth rectangular)
(float)
: Aspect for the rectangle shape
Baking the emission of complex luminaires into a field representation [gpuSupport=(none)]
(boolean)
: Turn on light baking.
(boolean)
: Turn on filtering.
(float)
: Strength of the filtering
(float)
(float)
(int)
: The resolution of the six-planar textures.
(Plugin)
: Node of the light to bake.
(String)
: The filename of the exported data.
(int)
: Type of directional representation. 0: Spherical harmonics, 1: Grid, 2: Wavelets
(int)
: Per texel SH degree. Total number of coefficients is (degree+1)*(degree+1)
(int)
: Directional resolution for the wavelet representation.
(float)
: Ratio 0.04 means that we keep 4% of all wavelet coefficients.
(String)
: Directory for dumping debug data.
(List<int>)
: Faces with these ids will be included in the luminaire box.
(List<int>)
: Faces with these ids will not be included in the luminaire box.
(Vector)
: Increase the box minimum by a fraction of the total box size.
(Vector)
: Decrease the box maximum by a fraction of the total box size.
(int)
: Total photon subdivs distributed among all active light sources.
(boolean)
: Use the convex hull as bounding geometry.
(float)
: If all elements of a side texture or side sampler are bellow this value then discard it.
(boolean)
: Minimize the bounding box instead of baking a field. The result will be printed in the form of reduce_box_min and reduce_box_max parameters. Note that photon_subdivs can be reduced for minimization (e.g. by a factor of 10).
(float)
: Fraction of the maximum grid value below which grid cells are discarded during box minimization.
(float)
: The maximal fraction of unoccluded photons. If more, the box minimization algorithm suggests that no pre-baked field cache is needed.
(int)
: The number of samples per viewpoint sampler's texel.
Replaces materials for specific nodes, similar to how SettingsLightLinker overrides which lights are used [gpuSupport=(partial)]
(boolean)
: Enable material overrider
(List<Plugin>)
: List of node plugins to consider for inclusion
(List<Plugin>)
: List of material plugins to consider for inclusion
(int)
: 0:Override Selected; 1:Override All
(Plugin)
: A global override material used in the Override All mode
(Plugin)
: A single material that will be used to shade excluded nodes
(boolean)
: Enable lights visibility overriding
(List<Plugin>)
: List of visible lights
(boolean)
: If true do the overriding only for the first hit so that we keep the original material for GI, reflection etc.
(List<String>)
: A list of lists: ((
[
user_attribute:
]
pattern, material), ...).
Applies gamma to the input texture. Gamma is textured unlike TexMaxGamma. Doable with TexAColorOp::power. [gpuSupport=(full)]
(Texture)
: The input color
(Texture)
: Gamma values
(OutputTexture)
: The resulting color
Infinite directional (parallel) light source. Similar to LightDirect but defines shadow radius in degrees instead of distance units.gpuSupport=(partial)
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the light
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
(int)
: Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(boolean)
: If true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
(float)
: The size of the light; 0.0 is a point light, larger values produces soft (area) shadows
(TextureFloat)
: A float texture that if present will override the shadows radius parameter
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(int)
: Controls the number of samples used to compute lighting
(int)
: The units for the shadow radius (0 - radians; 1 - degrees)
(float)
: Radius of the beam around the light. This only determines where photons for caustics are shot from. Set to 0.0 if you want to disable the beam
Maya matte material. Controls how the alpha channel is affected. [gpuSupport=(none)]
(int)
: The matte mode (0 - black hole; 1 - solid matte; 2 - opacity gain; 3 - solid alpha)
(Plugin)
: Base material
(TextureFloat)
: Matte opacity (0 is transparent; 1 is opaque or normal)
(TextureFloat)
: Alpha transparency (used only in mode 3)
Provides multiplication/division of two input textures. Subset of TexAColorOp. [gpuSupport=(full)]
(Texture)
: First color
(Texture)
: Second color
(int)
: Operation (1 - multiply, 2 - divide, 3 - power)
(OutputTexture)
: The resulting color
null
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(boolean)
: If true UVWs outside
[
-1;1
]
will wrap back to the valid range.
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(Texture)
(Texture)
A plugin with per-face visibility list. [gpuSupport=(full)]
(List<int>)
: A list containing bitpacked per-face visibility for the target mesh/proxy.
(List<int>)
: Optional list of indices, indicating where each voxel visibility bits are positioned in the 'visibility_list'.Used in case TexExtMaterialID is targeting a proxy geometry, which is possibly consisting of several voxels.
Two-sided material that can use different base materials for the front and back side of triangles. Use specifically for translucent objects like leaves and curtains. [gpuSupport=(partial)]
(Plugin)
: The material for the surface on the same side as the normal.
(Plugin)
: The material for the side that is opposite the surface normal.
(Color)
: Translucency between front and back.
(Texture)
: Translucency texture.
(float)
: Multiplier for the translucency texture.
(boolean)
: True to make the sub-materials one-sided.
(boolean)
: True to multiply the back side color by the cached diffuse color of the front BRDF.
(List<Plugin>)
: Render channels the result of this BRDF will be written to.
Deprecated. Use MtlSingleBRDF and its double_sided parameter. [gpuSupport=(none)]
(Plugin)
: Base material
Renders using a material description from a GLSL shader definition file [gpuSupport=(none)]
(String)
: The path to the GLSL shader to execute (
.glsl,
.frag, *.pfrag)
(List<Plugin>)
(Color)
(Texture)
(float)
(boolean)
: Switch for using either the transparency parameters or the shader alpha result
(List<Object>)
: Non-varying state variables referenced by the shader
(int)
(boolean)
: Determines whether to clamp the final result
(float)
: The upper clamp limit for the result color should the clamp_result flag is true
(boolean)
: True to load the embedded shader instead of an external shader file
(String)
(List<Object>)
: Specifies additional mapping channels accessible through vr_VertexData[]
(List<Plugin>)
: Render channels in which the result of this BRDF will be written to
(boolean)
: True to replace the normal on the GPU when this plugin is attached as a bump map
Extends a base material with an ID that can be used by matte render channels [gpuSupport=(partial)]
(Plugin)
: The base material
(Texture)
: The material ID color
(int)
(String)
: Light path expressions material label which can be used to identify the material (e.g. CR'some_label'L).
Material plugin with parameters similar to using multiple TexRamp inputs. For use in V-Ray for Maya. [gpuSupport=(none)]
(List<Object>)
: positions of the color ramp
(List<Texture>)
: colors of the color ramp
(List<int>)
: 0: none, 1: linear, 2: smooth, 3: spline
(int)
: 0: light angle, 1: facing angle, 2: brightness, 3: normalized brightness
(List<Object>)
: positions of the transparency ramp
(List<Texture>)
: colors of the transparency ramp
(List<int>)
: 0: none, 1: linear, 2: smooth, 3: spline
(List<Object>)
: positions of the incandescence ramp
(List<Texture>)
: colors of the incandescence ramp
(List<int>)
: 0: none, 1: linear, 2: smooth, 3: spline
(List<Object>)
: positions of the specular ramp
(List<Texture>)
: colors of the specular ramp
(List<int>)
: 0: none, 1: linear, 2: smooth, 3: spline
(List<Object>)
: positions of the environment ramp
(List<Texture>)
: colors of the environment ramp
(List<int>)
: 0: none, 1: linear, 2: smooth, 3: spline
(List<Object>)
: positions of the specular roll off ramp
(List<TextureFloat>)
: values of the specular roll off ramp
(List<int>)
: 0: none, 1: linear, 2: smooth, 3: spline
(List<Object>)
: positions of the reflectivity ramp
(List<TextureFloat>)
: values of the reflectivity ramp
(List<int>)
: 0: none, 1: linear, 2: smooth, 3: spline
(Texture)
: ambient texture
(TextureFloat)
: eccentricity float texture
(TextureFloat)
: specularity float texture
(TextureFloat)
: diffuse float texture
(TextureFloat)
: forward scatter float texture
(int)
: reflection limit
(boolean)
(float)
: IOR for the material; this is ignored if the surface has a volume shader (the volume IOR is used).
(int)
: The maximum refraction bounces
(Plugin)
(Plugin)
: bump BRDF used internally for bump mapping
(List<Plugin>)
: Render channels the result will be written to
Renders using an nVidia MDL material description file [gpuSupport=(full)]
(String)
: The fully-qualified MDL name of the MDL module (including package names, starting with "::")
(String)
: Deprecated. Supplanted by mdl_material_signature
(String)
: The fully-qualified name of the MDL material to be loaded from the specified module, e.g. "mdl::metal_examples::cast_iron(color,texture_2d,bool,float,float3)"
(List<Object>)
: Input parameter values in the order and type declared by the MDL shader. Each odd position of the list is a parameter name and the even position after it is the value.
(List<Plugin>)
: List of UVW generators that the material textures will indexed by position in the list
(int)
: Maximum trace depth allowed for material evaluation
(String)
: Semicolon-separated list of MDL search directories
(List<Object>)
: List of import declarations to be inserted inside the temporary module
(int)
: Expect squared roughness for GGX (on by default)
(int)
: Attempt to construct VRayMtl from the MDL material. Defaults to 'off' if the transformation is impossible (0 - off, 1 - only for RTGPU, 2 - CPU and GPU)
(OutputTexture)
: MDL material.geometry.displacement as texture
(List<Plugin>)
: Render channels in which the result of this BRDF will be written to
Contains a list of materials. Every triangle of a mesh defines which material it will use by ID (GeomStaticMesh.face_mtlIDs). [gpuSupport=(partial)]
(List<Plugin>)
: (Deprecated; use mtls_list/ids_list instead). A list of two-element lists with the material id and the material plugin.
(List<Plugin>)
: A list of the materials.
(List<Plugin>)
: A list of volumes.
(List<int>)
: A list of material IDs for the matching elements of mtls_list.
(List<String>)
: A list of shader set names to be matched to the materials. On GPU this only works with one geometry per material.
(boolean)
: Allow the use of wildcard patterns in shader_sets_list. On GPU this only works with one geometry per material.
(TextureInt)
: An integer texture that generates material ids; if not present, neither mtlid_gen_float is present then surface material id will be used.
(TextureFloat)
: A float texture that generates material ids; if not present, neither mtlid_gen is present then surface material id will be used.
(int)
: How to round the values returned by 'mtlid_gen_float' when converting them to an integer.
(boolean)
: true to wrap the material ID's to the largest specified ID for the material
(List<String>)
: A list of string identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(List<Plugin>)
: Render channels in which the result of this BRDF will be written to
This wrapper material provides object bounding box information for UVWGenObjectBBox [gpuSupport=(none)]
(Plugin)
: Base material
(Vector)
: Min. coordinates for object bounding box
(Vector)
: Max. coordinates for object bounding box
Renders using a material description from an .osl/.oso shader definition file [gpuSupport=(none)]
(String)
: Path to either
.osl or
.oso file
(List<Object>)
: Input parameter values in the order and type declared by the OSL shader. Each odd position of the list is a parameter name and the even position after it is the value.
(String)
: Name of the output closure color as declared in the OSL shader
(Plugin)
: The uvw generator for the material
(int)
: Maximum trace depth allowed for material evaluation
(String)
: Alternative include directory
(int)
: 0 - load an external shader file, 1 - load an embedded OSL shader, 2 - load an embedded OSO shader
(String)
: OSL or OSO source code in Base64 representation.
(int)
: 0 - does not manage an OSL shader group, 1 - manages a separate shader group.A node should be a graph owner if there is at least one non-OSL node that it is connected to.If a node is a graph owner it takes care of the building of the graph itself and providing outputs to any TexOSLOutputSelector that it is connected to.
(int)
: 0 - do not flip textures, 1 - flip textures along the Y axis (for compatibility with 3ds Max)
(List<Plugin>)
: Render channels in which the result of this BRDF will be written to
Wraps the default object material and adds override materials for GI, reflections, refractions, shadows. [gpuSupport=(partial)]
(Plugin)
: The normal material (visible to the camera)
(boolean)
: Enable the GI material.
(Plugin)
: The GI material.
(boolean)
: Enable the reflection material.
(Plugin)
: The reflection material.
(boolean)
: Enable the refraction material.
(Plugin)
: The refraction material.
(boolean)
: Enable the shadow material.
(Plugin)
: The shadow material.
(boolean)
: True to use the 'environment override' texture.
(Texture)
: Environment override texture
(int)
: Environment override priority (used when several materials override it along a ray path)
Wrapper for another material. Controls whether the object is visible to different types of rays. [gpuSupport=(partial)]
(Plugin)
: Base material
(boolean)
: Whether the object is visible from the camera (camera rays)
(boolean)
: Whether the object is visible in reflections
(boolean)
: Whether the object is visible in refractions
(boolean)
: Whether the object is visible to GI (generating and receiving)
(boolean)
: Whether the object casts shadows (visible to lights for shadow rays)
(boolean)
: Whether the object receives shadows
(float)
: Overall visibility
(List<Plugin>)
: Render channels in which the result of this BRDF will be written to
Wraps a base material and adds rounding of the object's edges [gpuSupport=(partial)]
(Plugin)
: Base material
(TextureFloat)
: Rounding radius
(int)
: 0 - the radius parameter is in object space, 1 - the radius parameter is in world space.
(boolean)
: True to use raytracing to compute the rounded corners and false to use static mesh analysis.
(boolean)
: True to consider only corners on the same object, and false to consider other intersecting objects.
(int)
: Which corners to smooth: 0 - both convex and concave; 1 - convex only; 2 - concave only.
Material that writes the alpha result of its sub-material to a list of alpha render elements. [gpuSupport=(none)]
(Plugin)
: The base material. The alpha result of this material will be written to all alpha channels specified in the 'alpha_elements' parameter.
(List<Plugin>)
: A list of alpha render elements.
Material plugin for common use - links a single BRDF plugin (like BRDFVRayMtl). Adds option for how to shade the back side. [gpuSupport=(partial)]
(Color)
: Filter to multiply the BRDF result with
(Plugin)
: The actual shader
(int)
: 0 - single sided, 1 - to make the material double-sided, 2 - make back faces pointing at camera transparent for camera rays, 3 - make back faces transparent for all ray types except shadow rays, 4 - same as 3 but back faces are also visible to rays that have been refracted(and are not GI or reflection rays
(boolean)
: true to allow negative color components; otherwise they will be clamped to 0
(List<String>)
: A list of string identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(List<Plugin>)
: Render channels in which the result of this BRDF will be written to
Implements the tail fade for streak particles in Maya. This works only as the top-most material. [gpuSupport=(none)]
(Plugin)
: Base material
(float)
: 1.0f - no fade, < 1.0f - fade
Wraps a material and modifies the UVW coordinates of the textures inside it [gpuSupport=(none)]
(Plugin)
: The normal material that will have its UVWs scaled
(Transform)
: UVW transformation matrix
(int)
: The UVW modification mode (0 - no modification, 1 - override, 2 - multiply)
Wraps a material and changes its UVW coordinates, given it uses UVWGenSelect in texture nodes [gpuSupport=(full)]
(Plugin)
: The normal material that will have its UVWs changed
(List<String>)
: List of string IDs, used to identify particular UVW generator by a texture alias. Has to match the number of entires in 'uvwgens'.
(List<Plugin>)
: List of UVW generator plugins used for this specific node. Has to match the number of 'uvwgen_ids'.
(List<int>)
: Optional list of integers to additionally provide a face material ID for each UVWGen instance. If present, the number of entries must match the number of entries in 'uvwgen_ids'.
Renders using a material description from a .vrmat (XML) or .vrscene file where V-Ray plugins are described [gpuSupport=(full)]
(String)
: A .vrmat, .vismat, .vrscene or .mtlx file
(String)
: MaterialX XML document as a string
(int)
: If >=0, specifies an index of the material to use and mtlname is ignored. Only valid for MaterialX files.
(String)
: (xml only) Override for a specific instance of a parameter. Requires full asset path plus '/paramname'.
Valid XML and vrmat syntax for the respective parameter is expected. Multiple overrides can be specified with colons.
Example: "/Paint/Diffuse/color=
(String)
: (xml only) Override for all instances of a parameter. Requires only plugin type plus '/paramname'.
Valid XML and vrmat syntax for the respective parameter is expected. Multiple overrides can be specified with colons.
Example: "MtlASGVIS/bump_units=1;BitmapBuffer/color_space=2"
Wraps another Mtl plugin. Adds matte properties; reflection, GI and caustics overrides; which channels to affect etc. [gpuSupport=(partial)]
(Plugin)
: The base material
(boolean)
: Allow enable/disable of irradiance map per surface.
(float)
: Controls the GI generated by the material.
(float)
: Controls the GI received by the material.
(float)
: Controls the caustics generated by the material.
(float)
: Controls the caustics received by the material.
(float)
: The contribution of the resulting color to the alpha channel.
(boolean)
: Makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
(boolean)
: Turn this on to make shadows visible on the matte surface.
(boolean)
: Turn this on to make shadows affect the alpha contribution of the matte surface.
(Color)
: Tint for the shadows on the matte surface.
(float)
: An optional brightness parameter for the shadows on the matte surface.A value of 0.0 will make the shadows completely invisible, while a value of 1.0 will show the full shadows.
(float)
: Shows the reflections of the base material.
(float)
: Shows the refractions of the base material.
(float)
: Determines the amount of gi shadows.
(boolean)
: This will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
(int)
: Set this to 1 to make the material act as matte for all secondary rays (reflections and refractions); if set to 2, the material will perform automatic projection mapping of the environment map on the matte geometry
(int)
: If two objects have different GI surface ids, the light cache samples of the two objects will not be blended.
(float)
: This is a multiplier for the subdivisions of all secondary ray tracing done for the particular surface.
(boolean)
: Setting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won't be seen.
(TextureFloat)
: Same as alpha_contribution but used for the Maya's useBackground shader which supports textures as alpha contribution
(TextureFloat)
: Same as shadow_brightness but used for the Maya's useBackground shader which supports textures as shadow brightness
(Texture)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(List<Plugin>)
: Render channels the result of this BRDF will be written to
(boolean)
: Setting this to false makes objects to not affect the render elements.
(List<Plugin>)
: A list of plugins that will be excluded from reflections.
(boolean)
: Setting this to true will turn the reflection exclude list into inclusive (inverted).
(List<Plugin>)
: A list of plugins that will be excluded from refractions.
(boolean)
: Setting this to true will turn the refraction exclude list into inclusive (inverted).
Same as MtlWrapper but renders black for reflection and refraction rays [gpuSupport=(partial)]
(Plugin)
: The base material
(boolean)
: Allow enable/disable of irradiance map per surface.
(float)
: Controls the GI generated by the material.
(float)
: Controls the GI received by the material.
(float)
: Controls the caustics generated by the material.
(float)
: Controls the caustics received by the material.
(float)
: The contribution of the resulting color to the alpha channel.
(boolean)
: Makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
(boolean)
: Turn this on to make shadows visible on the matte surface.
(boolean)
: Turn this on to make shadows affect the alpha contribution of the matte surface.
(Color)
: Tint for the shadows on the matte surface.
(float)
: An optional brightness parameter for the shadows on the matte surface.A value of 0.0 will make the shadows completely invisible, while a value of 1.0 will show the full shadows.
(float)
: Shows the reflections of the base material.
(float)
: Shows the refractions of the base material.
(float)
: Determines the amount of gi shadows.
(boolean)
: This will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
(int)
: Set this to 1 to make the material act as matte for all secondary rays (reflections and refractions); if set to 2, the material will perform automatic projection mapping of the environment map on the matte geometry
(int)
: If two objects have different GI surface ids, the light cache samples of the two objects will not be blended.
(float)
: This is a multiplier for the subdivisions of all secondary ray tracing done for the particular surface.
(boolean)
: Setting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won't be seen.
(TextureFloat)
: Same as alpha_contribution but used for the Maya's useBackground shader which supports textures as alpha contribution
(TextureFloat)
: Same as shadow_brightness but used for the Maya's useBackground shader which supports textures as shadow brightness
(Texture)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(List<Plugin>)
: Render channels the result of this BRDF will be written to
(boolean)
: Setting this to false makes objects to not affect the render elements.
(List<Plugin>)
: A list of plugins that will be excluded from reflections.
(boolean)
: Setting this to true will turn the reflection exclude list into inclusive (inverted).
(List<Plugin>)
: A list of plugins that will be excluded from refractions.
(boolean)
: Setting this to true will turn the refraction exclude list into inclusive (inverted).
Top-level geometry plugin. Places a geometric object in the scene and associates it with a material
(Transform)
: Object-to-world space transformation for the object
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(Plugin)
: Geometry source plugin for this object
(Plugin)
: Material for the object surface. If this is invalid the object will render transparent.
(Plugin)
: Volumetric shader if this object isn't an opaque surface
(int)
: Number of transform samples for motion blur
(List<Plugin>)
: List of lights that will be used with this object instead of all scene lights
(boolean)
: true if the object is renderable (visible) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(String)
: A list of user defined attributes in the form "attrName1=value1;attrName2=value2" where values are usually numbers, strings or R,G,B triplets
(List<int>)
: Serialized user attributes (refer to BinUserAttributesWriter).
(int)
: Object ID for the rendering
(boolean)
: If off shading an intersection with this mesh will not generate a gbuffer (object is invisible to direct camera rays).
(float)
: If this is used (controlled by 'use_time_for_geometry') it will be given as the time for which the instance should be created and the geometry should be compiled for geometry that supports being created only at a certain time (currently only GeomMeshFile). Note that this time will not be used for the transform of the node - the current frame time will be used for that
(boolean)
: If true the 'time_for_geometry' parameter will be used
(Plugin)
: A plugin providing map channels override data via EXT_EXTERNAL_MAP_CHANNELS interface.
(List<String>)
: A list of string identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(String)
: A file path for baking subdivision geometry to a *.vrmesh file. This will abort frame rendering!
(int)
: Parameter to pass to the GeomDisplacedMesh wrapper created by the node. See GeomDisplacedMesh::object_space_displacement
(int)
: Set to true to disable this node from being compiled. Used for optimizing instancer wrapper nodes.
(Plugin)
: Object properties.
Geometry source plugin. Defines a smooth NURBS curve. [gpuSupport=(none)]
(int)
: Degree of the curve
(List<Vector>)
: The control vertices of the curve
(List<float>)
: The knots vector for the curve
(List<boolean>)
: Mark curve as island or hole
Settings for outputting deep image [gpuSupport=(none)]
(String)
: The name of the file in which the shade map information is stored.
(boolean)
: Store 32 bit (single precision) color channels in the shade map. When off 16 bit (half precision) values are stored.
(int)
: Compression type for the .vrst files (0 - no compression, 1 - ZLIB compression)
(int)
: Compression type for the .exr files (0 - no compression, 1 - RLE compression, 2 - ZIPS compression)
null
3d texture created from a list of particle systems [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(boolean)
(int)
: 0: Equal; 1: Proportional; 2: Biggest
(int)
: 0: not per particle; 1: pp color; 2: pp emission 1; 3: pp user color 1; etc...
(Texture)
(int)
: 0: not per particle; 1: pp radius; 2: pp user scalar 1; etc...
(float)
(float)
(boolean)
(float)
(boolean)
(boolean)
(boolean)
(boolean)
(boolean)
(List<Plugin>)
: List of particle systems to get the particle data from
(Transform)
: world to 'object' transformation of the source
This plugin represents a single cache file from which the rendering data is loaded. The cache files can be in the Phoenix aur format, or in the OpenVDB or Field3D formats. [gpuSupport=(partial)]
(String)
: Input Cache Path
(boolean)
: deprecated
(boolean)
: Create velocity channel from the uvw movement channel.
(boolean)
: True if this node represents Maya Fluid cache.
(int)
: Specifies which axis should be used as up when constructing empty grids. Y is 1, Z is 2
(float)
: Number of cells in x dimension if no cache file is specified; internally truncated to the nearest integer
(float)
: Number of cells in y dimension if no cache file is specified; internally truncated to the nearest integer
(float)
: Number of cells in z dimension if no cache file is specified; internally truncated to the nearest integer
(float)
: The size of a single voxel, in scene units.
(float)
: The x dynamic offset of the fluid container.
(float)
: The y dynamic offset of the fluid container.
(float)
: The z dynamic offset of the fluid container.
(int)
: Playback Mode, 0 - Linear, 1 - Frame Index, 2 - Loop
(float)
: Direct time to frame transformation.
(int)
: Play Start
(int)
: Cache Start
(float)
: Play Speed
(int)
: Play Length
(int)
: Number of overlapped frames in the looped animation mode.
(int)
: Frame Blending method for grid data
(boolean)
: If there is no cache file with the desired frame number, the nearest cache is found and loaded.
(boolean)
: If true, the yz axis of the cache will be flipped.
(boolean)
: If true, the caches will be mirrored along the Z axis.
(int)
: ticks per frame
(int)
: Deprecated parameter
(boolean)
: If true, Time Bend options would be applied to the animation sequence
(int)
(List<float>)
(List<float>)
(List<float>)
(int)
: internally used
(String)
: 3rd party caches channels mappings.
(List<Object>)
: A list of two items representing several VDB grids. First item is number of bytes, second item is VDB grid serialized represented as ListInt
Phoenix's Particle Shader plugin. Can be used to render particles in different modes such as points, bubbles or volumetric fog. [gpuSupport=(partial)]
(boolean)
: Set to true if the plugin should be rendered as a volumetric.
(boolean)
: enable rendering
(int)
(List<Plugin>)
: A list of particles source
(List<Object>)
: A list of transformations per particles source
(Plugin)
(Color)
: Specifies the particle color
(boolean)
: Use a particle channel for coloring the particles
(boolean)
: enable the color map
(Texture)
: color map
(int)
: max bounces
(float)
: reflection cut off
(float)
: refraction index
(float)
: diffuse multiplier
(float)
: highlights width
(float)
: highlights multiplier
(float)
: Particle Count Multiplier
(int)
: Method for increasing the number of particles when using Count Multiplier
(int)
: Maximum number of neighbors to use for increasing the number of particles when using Count Multipliers
(boolean)
: Measure distance to the actual liquid mesh for suppressing the displacement
(float)
: The displacement will be reduced with increasing distance from the liquid surface, and will be completely zeroed when it reaches this distance
(float)
: pressure variation
(float)
: size multiplier
(boolean)
: size multiplier by particle age
(List<Object>)
: A list of particle size multipliers per particle age
(float)
: size addend
(float)
: size variation
(float)
: size distribution
(int)
: scattering method - 0:Ray-traced (GI only), 1:Disabled, 2:Approximate, 3:Approximate+Shadows
(int)
: rendering mode - 0:Bubbles, 1:Cellular, 2:Splashes, 3:Points, 4:Fog
(boolean)
: optimize bad systems
(int)
: motion blur - 0:From Renderer, 1:Force On, 2:Force Off
(float)
: motion blur step
(int)
: maximum point expansion with motion blur
(float)
: point opacity in point mode
(float)
: Point radius in Point mode
(float)
: Point shadow strength in Point mode
(float)
: Radius of particles in Point mode in world space, used to prevent grid artifacts from occurring.
(float)
: particle velocity multiplier
(int)
: render subgroup - 0:All, 1:Under Water, 2:Above Water, 3:Above Size Threshold, 4:Below Size Threshold
(boolean)
: disable liquid shadows
(boolean)
: Near the borders of a container in Ocean Mesh mode, particles will gradually fade towards the height of the ocean level, like the ocean mesh vertices do.
(boolean)
: ignores the particle size
(float)
: size threshold, used in conjunction with the subgroup parameter.
(float)
: Shift the particles along the up axis. Can be used in fishtank simulations for custom alignment of the particles floating on the liquid surface.
(float)
: fog resolution
(float)
: fog multiplier
(float)
: Additional fog multiplier for compatibility with old scenes.
(int)
(int)
(Color)
: Specifies the fog absorption color
(float)
: Controls the phase function used for the anisotropic volumetric scattering computation. Accepts values in the interval
[
-1 1
]
. Negative values correspond to backward scattering, positive values to forward scattering and a value of zero to isotropic ('diffuse'). This parameter is ignored by the 'Approximate' and 'Approximate+Shadows' scattering modes.
(boolean)
: enable the reflection map
(boolean)
: enable the environment map
(Texture)
: reflection texture
(Texture)
: environment texture
(int)
: enable using of render cutter
(int)
: invert the volume of the render cutter
(Plugin)
: geometry to define the rendering volume
(Transform)
: world transformation of the Render Cutter
(int)
: enable the liquid_sim
(Plugin)
: liquid Phoenix simulator used to determine above/under water flag
(int)
: enable using of glass geometry
(Plugin)
: glass geometry
(Transform)
: world transformation of the glass
(List<Plugin>)
: light linking list used in volumetric mode
(int)
: if true, a light cache will be used for diffuse lighting
(float)
: speedup of the light cache
(boolean)
: enable/disable particle mode of primary rays
(float)
(int)
(int)
(float)
(float)
(int)
(int)
(float)
(boolean)
(boolean)
(boolean)
(boolean)
(boolean)
(int)
: Use probabilistic sampling {0: Disabled; 1:V-Ray GPU Only; 2:Always}.
(Color)
: Material ID
(int)
: if true, write to the z-depth render element
(int)
: if true, write to the particle age render element
(boolean)
: If true, the shader will write to the geometric render elements (f.e. velocity) even if rendered as volumetric.
(List<String>)
: A list of string identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
(int)
: Object ID for the rendering. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
(String)
: A list of user defined attributes in the form "attrName1=value1;attrName2=value2" where values are usually numbers, strings or R,G,B triplets. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
(List<int>)
: Serialized user attributes (refer to BinUserAttributesWriter). The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
The foam texture, used by Phoenix to generate foam over the specified ocean texture. [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: Ocean texture to be used for generating the foam.
(float)
: Foam patterns lifespan.
(float)
: Foam birth threshold.
(float)
: Foam pattern pronunciation.
(float)
: Pattern size along X axis.
(float)
: Pattern size along Y axis.
(float)
: Underwater foam coefficient.
(Color)
: Underwater foam tint color.
(Color)
: The base color of the foam.
(boolean)
: Use a special map channels as vertex position. Designed for UVW that stores non-displaced vertex positions.
The Ocean displacement texture, used by Phoenix to render its infinite ocean surface.gpuSupport=(full)
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(boolean)
(boolean)
(float)
(int)
(float)
(float)
(float)
(float)
(float)
(float)
(int)
(int)
(float)
(int)
(float)
(float)
(Texture)
: Displacement Scale
The Phoenix Particle Texture that converts a particle system into a 3D texture map which denoted the particle positions either by attaching a piece of a texture to the particle position in a certain radius, or as a gray-scale map where the particle positions are bright and the rest or the space is black. [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(List<Plugin>)
(List<Object>)
(Texture)
(float)
(List<Object>)
(boolean)
(boolean)
(float)
(List<Object>)
(boolean)
(boolean)
(float)
(List<Object>)
(boolean)
(int)
(boolean)
(boolean)
(boolean)
: Use a particle channel for coloring the texture
(String)
: The name of the particle channel that will be used for coloring the texture
(float)
(float)
(boolean)
: Use a color gradient to remap the particle channel data to texture color
(int)
: If the particle channel has more than one component, this allows to choose which one would be remapped
(List<float>)
: Positions of the particle channel color remap
(List<Color>)
: Colors of the particle channel color remap
(List<int>)
: Currently not used!
A Particle System simulated by Phoenix. Since one simulator can output many particle systems, these plugins are used to allow selecting just one of them into a Particle Shader or other object. [gpuSupport=(full)]
(Plugin)
: The Phoenix simulator that exports the particle group
(String)
: the name of the particle group that will be used as a source
(int)
: lifespan mode: 0-default, 1-constant, 2-random
(int)
: lifespan randomization seed
(float)
: lifespan base
(float)
: lifespan randomization
A loader tool for Krakatoa PRT cache files containing only particle data that can be shaded by Phoenix's Particle Shader. [gpuSupport=(full)]
The grid container of Phoenix and the V-Ray Volume Grid that can be shaded as a volumetric, as a geometry volumetric, as an isosurface, or meshed. [gpuSupport=(partial)]
(boolean)
: Set to false to disable rendering.
(Plugin)
: The Phoenix cache that will be used with this simulator
(int)
: force using an externally set content time
(float)
: Override the frame duration in the cache
(float)
(boolean)
(float)
: The scaling between simulation and scene time units
(Transform)
: The node-to-world transformation for the instance that uses this Simulator.
(boolean)
: If we need to take "node_transform" into consideration when creating volumes with instancers.
(boolean)
: Set to true if the plugin should be registered in PhoenixVolumeRegister and rendered as VRayVolumetricPlugin.
(boolean)
: Set to false to disable rendering. The data is still loaded and Phoenix textures and Fire Lights will still work.
(int)
: Render mode enum, one of the PhxRenderSets::RendMode enum values
(int)
: Percentage of the cell size. Lower values take longer to render.
(int)
: Percentage of the cell size. Lower values take longer to render.
(boolean)
: jitter
(float)
: Border opacity fade out for volumes
(int)
: Sampler type: 0-box; 1-linear; 2-spherical
(float)
: Velocity multiplier for the volume renderer.
(int)
: 0-normal velocity; 2-texture
(Texture)
: Velocity Texture - used by Maya Fluids
(int)
(List<Color>)
: Specify directly the velocities in distance per frame
(int)
: Source of the surface data: 0-Texture; 1-Temperature; 2-Smoke; 3-Speed; 10-Fuel; 22-Viscosity; 32-Grid Channel from the 'surface_chan' parameter
(String)
: String name of the grid channel that the Mesh/Isosurface is based on when 'sarg' is set to SfChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
(Texture)
: Surface Texture
(float)
: Isosurface Level
(boolean)
: Invert Volume
(int)
: enable using of render cutter
(Plugin)
: geometry to define the rendering volume
(Transform)
: world transformation of the Render Cutter
(int)
: invert the volume of the render cutter
(float)
: Mesh 'ocean' level
(float)
: The width of the zone where the liquid level of the simulator gradually fades into the ocean level, as a fraction of the smaller of the horizontal sides of the simulator.
(float)
: Ocean mesh camera subdivisions
(float)
: Horizon roughness of the ocean mesh
(float)
: The ocean is generated only in the camera view, which can lead to problems when using camera motion blur, using reflections, or when the ocean casts shadows on objects underwater. This option allows you to extend the ocean further from the borders of the camera view in order to solve such issues. The parameter is in % of the image size.
(boolean)
: In Ocean Mesh or Cap Mesh mode, the cache files will not be used and the ocean will be built without cache files for each frame
(boolean)
: In Ocean Mesh or Cap Mesh mode, when the camera is placed under the water, the fog and the refraction of the liquid material will be applied to the view
(boolean)
: In all Mesh modes, some motion blurred vertices might penetrate the opposite side of the geometry. When enabled, this option prevents such situations
(int)
: Mesh smoothing iterations
(int)
: In order to get an even smoother looking result, even if the mesh is low res, the normals can be smoothed as well. However, when Ocean displacement is used to add fine details, the smoothing of normals should not diminish that and can be turned off. 0-Always; 1-When Displacement is Off; 2-Never
(boolean)
: Use FLIP Liquid particles for smoothing the mesh
(float)
: Size of the particles used for mesh smoothing
(float)
: The width of the zone where the cache data from the inner part of the cache would be copied all the way to the walls in order to fill air pockets that might exist in 3rd party caches, as a fraction of each of the simulator's sides.
(boolean)
: Enable Displacement
(float)
(Texture)
(Texture)
(Texture)
(int)
(boolean)
(float)
(boolean)
(float)
(int)
: Use 1 to enable the displacement fading around an object
(float)
: The distance around the object where the displacement is going to be reduced.
(Plugin)
: The object that is going to be used for displacement fade
(Transform)
: world transformation of the object
(float)
: Heat Haze
(Color)
: Volumetric Material ID
(int)
: if true, write to the z-depth render element
(int)
: if true, write to normals in volume mode
(boolean)
: If true, the shader will write to the geometric render elements (f.e. normals, velocity) even if rendered as volumetric.
(int)
: Source of the Fire Color Data: 0-Disabled; 1-Temperature; 2-Smoke; 3-Speed; 4-Texture; 5-RGB; 10-Fuel; 32-Grid Channel from the 'fire_color_chan' parameter
(String)
: String name of the grid channel that the Fire Color is based on when 'earg' is set to EmChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
(Texture)
(boolean)
(int)
: 0 - Use Smoke Opacity - fire will use the same opacity that is set in the 'Smoke Opacity' rollout. This way there will be no fire in cells where there is no smoke.
1 - Fully Visible - fire will always use 'Opacity Multiplier', regardless of the smoke opacity.
2 - Use Own Opacity - the Fire Luminance Gradient is used to determine the opacity.
(float)
: Implicitly multiply the fire diagram with a black body exponent
(int)
: 0 - Grid Channel; 1 - Grid Channel mult Texture; 2 - Texture;
(Texture)
(float)
: multiplier for the fre color
(float)
: multiplier for the fire opacity if Fire Opacity Mode is set to Use Own Opacity.
(Color)
: raw emissive table
(List<float>)
: positions of the emission color ramp
(List<Color>)
: colors of the emission color ramp
(List<int>)
: Currently not used!
(Plugin)
: The gradient for remapping the Fire base channel to self-illumination color.
(List<float>)
: positions of the luminance ramp
(List<float>)
: values of the luminance ramp
(List<int>)
: 0: none, 1: linear, 2: smooth, 3: spline, 4: bezier, 5: logarithmic+bezier
(Plugin)
: The gradient for remapping the Fire base channel to self-illumination intensity.
(float)
(float)
(boolean)
: enable the additional emissive lights
(int)
: additional number of emissive lights
(int)
: emissive lights placement type, 0-simple, 1-inside, 2-grid
(int)
: sampling type, 0-simple, 1-DMC
(float)
(float)
(int)
: if 1, the emission lights will cast raytraced shadows to the volume. if 2, a grid map will be used to determine illumination.
(float)
(float)
: cut off threshold for the lights
(int)
: 0-none, 1-inverse, 2-inverse square
(int)
: number of subdivision for the DMC light sampling
(int)
: number of caustics subdivision for lights
(float)
(boolean)
: if true, the emissive lights will affect specular, so they will be visible in glossy reflections
(boolean)
: if true, the emissive lights will be created, even if the volume is not renderable
(boolean)
: If true, the emissive lights will be created for instanced volumes.
(float)
(float)
(int)
: Source of the Smoke Color Data: 0-Disabled; 1-Temperature; 2-Smoke; 3-Speed; 4-Texture; 5-Constant Color; 6-RGB; 10-Fuel; 32-Grid Channel from the 'smoke_color_chan' parameter
(String)
: String name of the grid channel that the Smoke Color is based on when 'darg' is set to DfChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
(Texture)
(boolean)
(AColor)
: Constant Color
(int)
: 0-ray-traced; 1-disabled; 2-approximate; 3-approximate+shadows
(int)
: max GI bounces
(float)
: Controls the phase function used for the anisotropic volumetric scattering computation. Accepts values in the interval
[
-1 1
]
. Negative values correspond to backward scattering, positive values to forward scattering and a value of zero to isotropic ('diffuse'). This parameter is ignored by the 'Approximate' and 'Approximate+Shadows' scattering modes.
(int)
: Controls the application of optimized anisotropic scattering: 0 - disabled; 1 - enabled (more values can be added in the future). When enabled the anisotropic scattering optimization can significantly reduce the render times for highly scattering volumes (clouds for example). Due to certain assumptions made as part of the optimization, the optimized rendering result will more or less deviate from the rendering result produced by the exact (brute-force) anisotropic scattering computation. This parameter is ignored by the Approximate and Approximate+Shadows scattering modes.
(boolean)
: if true, a light cache will be used for diffuse lighting
(float)
(float)
(float)
(float)
(float)
: The strength of the shadow.
(Color)
: raw diffuse table
(List<float>)
: positions of the diffuse color ramp
(List<Color>)
: colors of the diffuse color ramp
(List<int>)
: Currently not used!
(Plugin)
: The gradient for remapping the Diffuse input to a diffuse color.
(float)
(float)
(int)
: Source of the Smoke Color Data: 0-Simple Smoke; 1-Temperature; 2-Smoke; 3-Speed; 4-Texture; 10-Fuel; 32-Grid Channel from the 'smoke_opacity_chan' parameter
(String)
: String name of the grid channel that the Smoke Opacity is based on when 'targ' is set to TrChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
(Texture)
(boolean)
(int)
: if 1, the values are interpreted as opacity instead of transparency.
(float)
: Simple Smoke Factor
(float)
(float)
(boolean)
(float)
(boolean)
: Enables the "Optimizing Volumetrics" prepass for grids over 15 million voxels which speeds up their sampling during rendering.
(int)
: Source for the Absorption data 0-Constant Color; 1-Texture
(Color)
: Absorption Color
(Texture)
: Absorption Texture
(float)
: raw transparency table
(List<float>)
: positions of the transparency ramp
(List<float>)
: values of the transparency ramp
(List<int>)
: 0: none, 1: linear, 2: smooth, 3: spline
(Plugin)
: The gradient for remapping the Opacity input to opacity.
(float)
(float)
(float)
(float)
: deprecated
(float)
(List<float>)
: Cell stretch aspect for the 3 axes
(int)
: enable/disable particle mode of primary rays. Used as a boolean, even though it's exported as an int
(int)
: enable/disable particle mode of secondary rays. Used as a boolean, even though it's exported as an int
(boolean)
: deprecated
(float)
: A parameter used to replicate previous behavior of GI illumination. Use value of 1.0f to reproduce the original V-Ray for 3ds Max behavior.
(float)
: A parameter used to replicate previous behavior of direct illumination (GI turned off). Use value of 1.0f to reproduce the original V-Ray for 3ds Max behavior.
(float)
(int)
(boolean)
(boolean)
(boolean)
(boolean)
: If true, the 'lightlinks' parameter will be used for light linking, and 'shadowBreakings' for shadow breaking. This method for light linking is kept for compatibility with V-Ray versions that cannot export SettingsLightLinker properly for volumes. For new scenarios, export the light linking using the SettingsLightLinker plugin!
(List<Plugin>)
: Kept for backwards compatibility (see useLegacyLightLinkingForVRayStd parameter for more details). Use SettingsLightLinker to specify the light linking in "Volumetric" render mode for new scenarios! Used only when useLegacyLightLinkingForVRayStd is true, in that case it specifies all lights that should illuminate the volume "Volumetric" render mode
(List<Plugin>)
: Kept for backwards compatibility (see useLegacyLightLinkingForVRayStd parameter for more details). Use SettingsLightLinker to specify the shadow breaking in "Volumetric" render mode for new scenarios! Used only when useLegacyLightLinkingForVRayStd is true, in that case it specifies all lights that should not create shadows for this volume in "Volumetric" render mode.
(boolean)
: Create velocity channel from uvw movement
(int)
: The texture coordinates generation method.
(float)
: Gamma multiplier for the volume rendering output.
(boolean)
: Use a more realistic grid-based motion blur, at the expense of more memory and a render pre-pass.
(int)
: The Grid-Based motion blur method could be used instead of the default Ray-Traced method in cases when you need more visible motion blur streaks, especially with faster moving fluids. However, it could produce glitches and uses more memory.
(int)
: Number of Gaussian passes to smooth out the grid-based motion blur.
(int)
: If true, ecolor_position, dcolor_positions and transp_positions are in the 0-1 range and e/d/tcolor_offset and e/d/tcolor_scale convert their ranges. This is used by hosts where the ramp controls are fixed between 0-1, unlike Phoenix's native ramps
(boolean)
(boolean)
(float)
(float)
(boolean)
(boolean)
(float)
(boolean)
(boolean)
(boolean)
(boolean)
(boolean)
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<String>)
: A list of string identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
(int)
: Object ID for the rendering. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
(String)
: A list of user defined attributes in the form "attrName1=value1;attrName2=value2" where values are usually numbers, strings or R,G,B triplets. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
(List<int>)
: Serialized user attributes (refer to BinUserAttributesWriter). The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
This plugin is created when rendering the Phoenix or V-Ray Volume Grid container in Volumetric Geometry, Volumetric Heat Haze or Isosurface render modes. Other render modes use either the PhoenixMeshPlugin, or the PhoenixVolPlugin. [gpuSupport=(partial)]
(Plugin)
: A plugin that supports PhoenixSimInterface and can be used to load a Phoenix frame
(int)
: Mode for DI computations on the GPU
(int)
: Mode for GI computations on the GPU
(int)
: Samples count for cache computation on the GPU
This plugin is created when rendering the Phoenix or V-Ray Volume Grid container in Mesh render mode. Other render modes use either the PhoenixGeomPlugin, or the PhoenixVolPlugin. [gpuSupport=(full)]
(Plugin)
: A plugin that supports PhoenixSimInterface and can be used to load a Phoenix frame
(Plugin)
: The geometry used by the mesher
All grid containers and particle shaders that are in volumetric rendering mode are collected by this plugin's single instance in order to be ray-marched simultaneously, which guarantees proper blending between intersecting volumetric effects. Particle shaders in Geometry Mode, as well as Phoenix Simulators and V-Ray Volume Grids that are in Volumetric Geometry, Isosurface or Mesh render mode are not collected by this plugin. [gpuSupport=(full)]
(int)
: Probabilistic samples override, -1 won't override
(int)
: Probabilistic samples for GI override, -1 won't override
The Phoenix Grid Texture which is used to retrieve a grid container's channel data and use it for any operation that accepts textures. [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Plugin)
: A plugin that supports PhoenixSimInterface and can be used to load a Phoenix frame
(int)
: 0-emissive, 1-diffuse, 2-alpha, 3-velocity, 4-uvw, 5-temp, 6-smoke, 7-fuel, 8-scalar speed
(int)
: 0-single, 1-single clamped, 2-wrap, 3-mirror
(int)
: 0-box, 1-linear, 2-spherical
(boolean)
(boolean)
(float)
: Multiplier for the output color of the texture, applied before output_offset
(float)
: Addend for the output color of the texture, applied after output_scale
(int)
: 0-x, 1-y, 2-z
(boolean)
: if true, the texture will act as two dimensional.
(boolean)
: if true, the texture will no use the uvw generator, but the simulator for 3D mapping.
Texture used with Maya fluids. Its purpose is to convert the Maya opacity texture to Phoenix. [gpuSupport=(none)]
(TextureFloat)
: the input float texture
(AColor)
(OutputTexture)
: the output color
The Voxel Shader that can be shaded as a volumetric. [gpuSupport=(partial)]
(boolean)
: Set to false to disable rendering.
(Plugin)
: The Phoenix cache that will be used with this simulator
(int)
: force using an externally set content time
(float)
: Override the frame duration in the cache
(float)
(boolean)
(float)
: The scaling between simulation and scene time units
(Transform)
: The node-to-world transformation for the instance that uses this Simulator.
(boolean)
: If we need to take "node_transform" into consideration when creating volumes with instancers.
(boolean)
: Set to true if the plugin should be registered in PhoenixVolumeRegister and rendered as VRayVolumetricPlugin.
(boolean)
: Set to false to disable rendering. The data is still loaded and Phoenix textures and Fire Lights will still work.
(int)
: Render mode enum, one of the PhxRenderSets::RendMode enum values
(int)
: Percentage of the cell size. Lower values take longer to render.
(int)
: Percentage of the cell size. Lower values take longer to render.
(boolean)
: jitter
(float)
: Border opacity fade out for volumes
(int)
: Sampler type: 0-box; 1-linear; 2-spherical
(float)
: Velocity multiplier for the volume renderer.
(int)
: 0-normal velocity; 2-texture
(Texture)
: Velocity Texture - used by Maya Fluids
(int)
(List<Color>)
: Specify directly the velocities in distance per frame
(int)
: Source of the surface data: 0-Texture; 1-Temperature; 2-Smoke; 3-Speed; 10-Fuel; 22-Viscosity; 32-Grid Channel from the 'surface_chan' parameter
(String)
: String name of the grid channel that the Mesh/Isosurface is based on when 'sarg' is set to SfChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
(Texture)
: Surface Texture
(float)
: Isosurface Level
(boolean)
: Invert Volume
(int)
: enable using of render cutter
(Plugin)
: geometry to define the rendering volume
(Transform)
: world transformation of the Render Cutter
(int)
: invert the volume of the render cutter
(float)
: Mesh 'ocean' level
(float)
: The width of the zone where the liquid level of the simulator gradually fades into the ocean level, as a fraction of the smaller of the horizontal sides of the simulator.
(float)
: Ocean mesh camera subdivisions
(float)
: Horizon roughness of the ocean mesh
(float)
: The ocean is generated only in the camera view, which can lead to problems when using camera motion blur, using reflections, or when the ocean casts shadows on objects underwater. This option allows you to extend the ocean further from the borders of the camera view in order to solve such issues. The parameter is in % of the image size.
(boolean)
: In Ocean Mesh or Cap Mesh mode, the cache files will not be used and the ocean will be built without cache files for each frame
(boolean)
: In Ocean Mesh or Cap Mesh mode, when the camera is placed under the water, the fog and the refraction of the liquid material will be applied to the view
(boolean)
: In all Mesh modes, some motion blurred vertices might penetrate the opposite side of the geometry. When enabled, this option prevents such situations
(int)
: Mesh smoothing iterations
(int)
: In order to get an even smoother looking result, even if the mesh is low res, the normals can be smoothed as well. However, when Ocean displacement is used to add fine details, the smoothing of normals should not diminish that and can be turned off. 0-Always; 1-When Displacement is Off; 2-Never
(boolean)
: Use FLIP Liquid particles for smoothing the mesh
(float)
: Size of the particles used for mesh smoothing
(float)
: The width of the zone where the cache data from the inner part of the cache would be copied all the way to the walls in order to fill air pockets that might exist in 3rd party caches, as a fraction of each of the simulator's sides.
(boolean)
: Enable Displacement
(float)
(Texture)
(Texture)
(Texture)
(int)
(boolean)
(float)
(boolean)
(float)
(int)
: Use 1 to enable the displacement fading around an object
(float)
: The distance around the object where the displacement is going to be reduced.
(Plugin)
: The object that is going to be used for displacement fade
(Transform)
: world transformation of the object
(float)
: Heat Haze
(Color)
: Volumetric Material ID
(int)
: if true, write to the z-depth render element
(int)
: if true, write to normals in volume mode
(boolean)
: If true, the shader will write to the geometric render elements (f.e. normals, velocity) even if rendered as volumetric.
(int)
: Source of the Fire Color Data: 0-Disabled; 1-Temperature; 2-Smoke; 3-Speed; 4-Texture; 5-RGB; 10-Fuel; 32-Grid Channel from the 'fire_color_chan' parameter
(String)
: String name of the grid channel that the Fire Color is based on when 'earg' is set to EmChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
(Texture)
(boolean)
(int)
: 0 - Use Smoke Opacity - fire will use the same opacity that is set in the 'Smoke Opacity' rollout. This way there will be no fire in cells where there is no smoke.
1 - Fully Visible - fire will always use 'Opacity Multiplier', regardless of the smoke opacity.
2 - Use Own Opacity - the Fire Luminance Gradient is used to determine the opacity.
(float)
: Implicitly multiply the fire diagram with a black body exponent
(int)
: 0 - Grid Channel; 1 - Grid Channel mult Texture; 2 - Texture;
(Texture)
(float)
: multiplier for the fre color
(float)
: multiplier for the fire opacity if Fire Opacity Mode is set to Use Own Opacity.
(Color)
: raw emissive table
(List<float>)
: positions of the emission color ramp
(List<Color>)
: colors of the emission color ramp
(List<int>)
: Currently not used!
(Plugin)
: The gradient for remapping the Fire base channel to self-illumination color.
(List<float>)
: positions of the luminance ramp
(List<float>)
: values of the luminance ramp
(List<int>)
: 0: none, 1: linear, 2: smooth, 3: spline, 4: bezier, 5: logarithmic+bezier
(Plugin)
: The gradient for remapping the Fire base channel to self-illumination intensity.
(float)
(float)
(boolean)
: enable the additional emissive lights
(int)
: additional number of emissive lights
(int)
: emissive lights placement type, 0-simple, 1-inside, 2-grid
(int)
: sampling type, 0-simple, 1-DMC
(float)
(float)
(int)
: if 1, the emission lights will cast raytraced shadows to the volume. if 2, a grid map will be used to determine illumination.
(float)
(float)
: cut off threshold for the lights
(int)
: 0-none, 1-inverse, 2-inverse square
(int)
: number of subdivision for the DMC light sampling
(int)
: number of caustics subdivision for lights
(float)
(boolean)
: if true, the emissive lights will affect specular, so they will be visible in glossy reflections
(boolean)
: if true, the emissive lights will be created, even if the volume is not renderable
(boolean)
: If true, the emissive lights will be created for instanced volumes.
(float)
(float)
(int)
: Source of the Smoke Color Data: 0-Disabled; 1-Temperature; 2-Smoke; 3-Speed; 4-Texture; 5-Constant Color; 6-RGB; 10-Fuel; 32-Grid Channel from the 'smoke_color_chan' parameter
(String)
: String name of the grid channel that the Smoke Color is based on when 'darg' is set to DfChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
(Texture)
(boolean)
(AColor)
: Constant Color
(int)
: 0-ray-traced; 1-disabled; 2-approximate; 3-approximate+shadows
(int)
: max GI bounces
(float)
: Controls the phase function used for the anisotropic volumetric scattering computation. Accepts values in the interval
[
-1 1
]
. Negative values correspond to backward scattering, positive values to forward scattering and a value of zero to isotropic ('diffuse'). This parameter is ignored by the 'Approximate' and 'Approximate+Shadows' scattering modes.
(int)
: Controls the application of optimized anisotropic scattering: 0 - disabled; 1 - enabled (more values can be added in the future). When enabled the anisotropic scattering optimization can significantly reduce the render times for highly scattering volumes (clouds for example). Due to certain assumptions made as part of the optimization, the optimized rendering result will more or less deviate from the rendering result produced by the exact (brute-force) anisotropic scattering computation. This parameter is ignored by the Approximate and Approximate+Shadows scattering modes.
(boolean)
: if true, a light cache will be used for diffuse lighting
(float)
(float)
(float)
(float)
(float)
: The strength of the shadow.
(Color)
: raw diffuse table
(List<float>)
: positions of the diffuse color ramp
(List<Color>)
: colors of the diffuse color ramp
(List<int>)
: Currently not used!
(Plugin)
: The gradient for remapping the Diffuse input to a diffuse color.
(float)
(float)
(int)
: Source of the Smoke Color Data: 0-Simple Smoke; 1-Temperature; 2-Smoke; 3-Speed; 4-Texture; 10-Fuel; 32-Grid Channel from the 'smoke_opacity_chan' parameter
(String)
: String name of the grid channel that the Smoke Opacity is based on when 'targ' is set to TrChGrid. This is more flexible for 3rd party caches that use string names, compared to the integer enum values used previously for Phoenix grid channels
(Texture)
(boolean)
(int)
: if 1, the values are interpreted as opacity instead of transparency.
(float)
: Simple Smoke Factor
(float)
(float)
(boolean)
(float)
(boolean)
: Enables the "Optimizing Volumetrics" prepass for grids over 15 million voxels which speeds up their sampling during rendering.
(int)
: Source for the Absorption data 0-Constant Color; 1-Texture
(Color)
: Absorption Color
(Texture)
: Absorption Texture
(float)
: raw transparency table
(List<float>)
: positions of the transparency ramp
(List<float>)
: values of the transparency ramp
(List<int>)
: 0: none, 1: linear, 2: smooth, 3: spline
(Plugin)
: The gradient for remapping the Opacity input to opacity.
(float)
(float)
(float)
(float)
: deprecated
(float)
(List<float>)
: Cell stretch aspect for the 3 axes
(int)
: enable/disable particle mode of primary rays. Used as a boolean, even though it's exported as an int
(int)
: enable/disable particle mode of secondary rays. Used as a boolean, even though it's exported as an int
(boolean)
: deprecated
(float)
: A parameter used to replicate previous behavior of GI illumination. Use value of 1.0f to reproduce the original V-Ray for 3ds Max behavior.
(float)
: A parameter used to replicate previous behavior of direct illumination (GI turned off). Use value of 1.0f to reproduce the original V-Ray for 3ds Max behavior.
(float)
(int)
(boolean)
(boolean)
(boolean)
(boolean)
: If true, the 'lightlinks' parameter will be used for light linking, and 'shadowBreakings' for shadow breaking. This method for light linking is kept for compatibility with V-Ray versions that cannot export SettingsLightLinker properly for volumes. For new scenarios, export the light linking using the SettingsLightLinker plugin!
(List<Plugin>)
: Kept for backwards compatibility (see useLegacyLightLinkingForVRayStd parameter for more details). Use SettingsLightLinker to specify the light linking in "Volumetric" render mode for new scenarios! Used only when useLegacyLightLinkingForVRayStd is true, in that case it specifies all lights that should illuminate the volume "Volumetric" render mode
(List<Plugin>)
: Kept for backwards compatibility (see useLegacyLightLinkingForVRayStd parameter for more details). Use SettingsLightLinker to specify the shadow breaking in "Volumetric" render mode for new scenarios! Used only when useLegacyLightLinkingForVRayStd is true, in that case it specifies all lights that should not create shadows for this volume in "Volumetric" render mode.
(boolean)
: Create velocity channel from uvw movement
(int)
: The texture coordinates generation method.
(float)
: Gamma multiplier for the volume rendering output.
(boolean)
: Use a more realistic grid-based motion blur, at the expense of more memory and a render pre-pass.
(int)
: The Grid-Based motion blur method could be used instead of the default Ray-Traced method in cases when you need more visible motion blur streaks, especially with faster moving fluids. However, it could produce glitches and uses more memory.
(int)
: Number of Gaussian passes to smooth out the grid-based motion blur.
(int)
: If true, ecolor_position, dcolor_positions and transp_positions are in the 0-1 range and e/d/tcolor_offset and e/d/tcolor_scale convert their ranges. This is used by hosts where the ramp controls are fixed between 0-1, unlike Phoenix's native ramps
(boolean)
(boolean)
(float)
(float)
(boolean)
(boolean)
(float)
(boolean)
(boolean)
(boolean)
(boolean)
(boolean)
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<String>)
: A list of string identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
(int)
: Object ID for the rendering. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
(String)
: A list of user defined attributes in the form "attrName1=value1;attrName2=value2" where values are usually numbers, strings or R,G,B triplets. The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
(List<int>)
: Serialized user attributes (refer to BinUserAttributesWriter). The parameter is only relevant/used when the plugin is set to be rendered as volumetric (i.e. renderAsVolumetric is set to true). In this case the plugin is instantiated directly and not through the scene Node plugin, which normally provides this information for the geometric object instances.
Allows to use particular plugin at specific time. [gpuSupport=(full)]
(List<Object>)
: A list of single item with plugin instance.
Plugin parameter storage plugin
(String)
: The name of the parameter to override
(boolean)
: Bool plugin parameter store
(int)
: Integer plugin parameter store
(float)
: Float plugin parameter store
(double)
: Double plugin parameter store
(Color)
: Color plugin parameter store
(AColor)
: AColor plugin parameter store
(Plugin)
: VRayPlugin plugin parameter store
Provides bitmap data from an array to be used by a texture plugin (TexBitmap) [gpuSupport=(full)]
(int)
: -1 - nearest; 0 - no filtering; 1 - mip-map filtering; 2 - summed area table filtering; 3 - elliptical filtering; 4 - deprecated, do not use; 5 - sharp mip-map filtering
(float)
(int)
: 0 - linear, 1 - gamma corrected, 2 - sRGB, 3 - auto
(String)
: The linear RGB color space of the texture. Default: "raw". Texture will be converted from this color space to the renderer color space. Builtin supported linear color spaces are "raw" for no conversion, "lin_srgb" for sRGB, and "acescg" for ACEScg. If the OCIO environment variable is set or if the SettingsUnitsInfo "ocio_config_file" parameter is set, the value can be any color space available in the OCIO config. This conversion is applied after the transfer function. The parameter transfer_function must be set, or else texture filtering will NOT work correctly.
(float)
(boolean)
: If true alpha can be generated from intensity.Maya checks if alpha is 1.0 everywhere, and if so, uses the intensity for alpha value
(boolean)
: if false negative colors will be clamped
(int)
: Interpolation method for the mip-map filtering (0 - bilinear, 1 - bicubic, 2 - biquadratic, 3 - 3dsMax (interpolation is based on the input bitmap format:for 8-bit files - use bicubic, for floating point or tiled - use bilinear))
(int)
: When working with image sequences, this parameter specifies which image out of the sequence should be used. If parameter is omitted or defaulted, the frame number depends on the current frame time value.
(int)
: Start frame offset for image sequences
(List<int>)
: The raw pixel values used in the bitmap. The values should be packed (no padding) and are reinterpret-cast to the appropriate type according to pixels_type.
(List<int>)
: Optional raw alpha values. Alpha=1 is used if this is empty and type is RGB/Gray. Can be set to a list of one value for constant alpha. Otherwise must match 'pixels' array size
(int)
: 0: 8-bit RGBA, 1: float RGBA, 2: 8-bit RGBE, 3: 16-bit RGBA, 4: 8-bit RGB, 5: half RGBA, 6: float Gray, 7: 8-bit Gray, 8: half Gray, 9: signed 8-bit Gray, 10: signed 8-bit RGB, 11: signed 8-bit RGBA, 12: signed 16-bit RGBA
(int)
: The width of the raw bitmap
(int)
: The height of the raw bitmap
Contains the ambient occlusion
(boolean)
(String)
: Display name of this render channel
(boolean)
: true to denoise the channel; false otherwise
(boolean)
: Whether the image filter will be applied to this channel
(boolean)
: true to consider this render element for anti-aliasing (may slow down rendering)
(boolean)
: false to not affect Matte Objects
(boolean)
: When enabled, the dirt sampler will take into account the opacityof the occluding objects. When disabled, occluding objects are alwaysassumed to be opaque. For more details see the TexDirt parameter description.V-Ray GPU supports this only with lights and their 'Invisible' parameter.
(TextureFloat)
: mapped size of the computed occlusion
(float)
: used when computing reflection directions
(float)
: controls the speed of the transition between occluded and unoccluded areas
(int)
: subdivs for the samples used to compute ambient occlusion
(List<Plugin>)
: Depending on the value of exclude_list_as_inclusive_set, a list of plugins that will be affected or ignored by the render element
(boolean)
: When true compute ambient occlusion only to objects in exclude_list. When false compute ambient occlusion to all objects out of exclude_list
(List<Plugin>)
: Depending on the value of affect_by_list_as_inclusive_set, a list of plugins that will be affected or ignored by ambient occlusion sampling
(boolean)
: When true nearby objects of those in affect_by_list will be occluded by them.When false nearby objects of those in affect_by_list won't be occluded by them.
Back to beauty channel used by VFB2 [gpuSupport=(full)]
Contains camera space bump/normal-mapped normal vectors as 3-component signed colors.
Direct coat render element [gpuSupport=(full)]
(boolean)
(String)
: Display name of this render channel
(int)
: Internal unique identifier for this channel type.
(boolean)
: true to apply color mapping to the channel; false otherwise
(boolean)
: true to consider this render element for anti-aliasing (may slow down rendering)
(boolean)
: Whether the image filter will be applied to this channel
(boolean)
: true if raw channels should be derived from the respective color and filter channel
(boolean)
: False to disable ALL VFB color corrections(sRGB, curves, white balance, etc...) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
(boolean)
: true to denoise the channel; false otherwise
(int)
: The light select mode. Sets what type of lighting contribution is generated in the element (0 - direct diffuse and specular, 1 - raw direct lighting, 2 - direct diffuse, 3 - direct specular, 4 - full, 5 - indirect diffuse and specular, 6 - indirect diffuse, 7 - indirect specular, 8 - subsurface, 9 - light path expression, 12 - direct diffuse shadow, 13 - direct specular shadow).
(String)
: Light path expression string based on the OSL syntax. It can be used to filter certain light contributions. Enabled when light_select_mode is "light path expression".
(boolean)
: If true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
(boolean)
: If true the light select is part of a Light Mix. When set only light selects with this flag will be part of the LightMix
Indirect coat reflection render element [gpuSupport=(full)]
(boolean)
(String)
: Display name of this render channel
(int)
: Internal unique identifier for this channel type.
(boolean)
: true to apply color mapping to the channel; false otherwise
(boolean)
: true to consider this render element for anti-aliasing (may slow down rendering)
(boolean)
: Whether the image filter will be applied to this channel
(boolean)
: true if raw channels should be derived from the respective color and filter channel
(boolean)
: False to disable ALL VFB color corrections(sRGB, curves, white balance, etc...) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
(boolean)
: true to denoise the channel; false otherwise
(int)
: The light select mode. Sets what type of lighting contribution is generated in the element (0 - direct diffuse and specular, 1 - raw direct lighting, 2 - direct diffuse, 3 - direct specular, 4 - full, 5 - indirect diffuse and specular, 6 - indirect diffuse, 7 - indirect specular, 8 - subsurface, 9 - light path expression, 12 - direct diffuse shadow, 13 - direct specular shadow).
(String)
: Light path expression string based on the OSL syntax. It can be used to filter certain light contributions. Enabled when light_select_mode is "light path expression".
(boolean)
: If true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
(boolean)
: If true the light select is part of a Light Mix. When set only light selects with this flag will be part of the LightMix
An arbitrary output variable of Color type (3-component). Contents defined by the 'alias' parameter.
(boolean)
(String)
: Display name of this render channel
(int)
: Internal unique identifier for this channel type.
(boolean)
: true to apply color mapping to the channel; false otherwise
(boolean)
: true to consider this render element for anti-aliasing (may slow down rendering)
(boolean)
: Whether the image filter will be applied to this channel
(boolean)
: true if raw channels should be derived from the respective color and filter channel
(boolean)
: False to disable ALL VFB color corrections(sRGB, curves, white balance, etc...) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
(boolean)
: true to denoise the channel; false otherwise
Extension of RenderChannelColor used by V-Ray for Modo
(boolean)
(String)
: Display name of this render channel
(int)
: Internal unique identifier for this channel type.
(boolean)
: true to apply color mapping to the channel; false otherwise
(boolean)
: true to consider this render element for anti-aliasing (may slow down rendering)
(boolean)
: Whether the image filter will be applied to this channel
(boolean)
: true if raw channels should be derived from the respective color and filter channel
(boolean)
: False to disable ALL VFB color corrections(sRGB, curves, white balance, etc...) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
(boolean)
: true to denoise the channel; false otherwise
(boolean)
: USE WITH CAUTION - setting this to true can increase render times significantly ! Used only when consider_for_aa is true.
(float)
: This should be setup by the exporter. It should have a unique value for each render element that has it enabled. And the minimum difference between these values should be big enough to achieve good AA on black/white edges.
Contains the coverage factor of the object with highest influence (due to AA) on each pixel in the RenderID channel.
Cryptomatte render channel plugin for V-Ray [gpuSupport=(none)]
(String)
: Full channel name and directly use for the main Cryptomatte layer. Additional rank layers have a integer suffix appended.
(int)
: Internal unique identifier for this channel type
(boolean)
: True if the rank layer channels should be written to deep files.
(int)
: Defines which criteria is used to represent individual cryptomatte object.0 = Node name, 1 = Node material name, 2 = Node name with hierarchy (must start with scene/), 3 = Node user attribute,4 = Node asset/reference name (must start with asset/), 5 = Node layer name (must start with layer/), 6 = Sub object name, 7 = Material path.
(String)
: The user attribute name if id_type is 3
(int)
: Controls whether the root object name will be added to the sub object name in the manifest when id_type is 6. 0 = No root object name, 1 = Add short name, 2 = Add full name
(int)
: The number of Cryptomatte rank layers (the number of distinguishable objects within a pixel)
(String)
: Optional prefix to find the proper scene_name slot from the VRayPlugin
(int)
: Controls if metadata will be appended to the EXR extra attributes.0 = The plugin will not append any metadata, 1 = Write metadata and manifest
(boolean)
: Prepend forward slash for object paths (if necessary).
Enables denoising post-processing (V-Ray, NVIDIA or Intel) and sets its parameters. Implicitly creates other needed channels. Result is combined with other post-effects in the special 'effectsResult' channel
(boolean)
(boolean)
: True to enable the denoising render element.
(String)
: The name of the render element containing the denoised image.
(int)
: The denoising engine to use. The default V-Ray denoiser (0) is slower but may produce better results and has a version that runs on CPUs. The NVIDIA AI denoiser (1) is very fast but may be less accurate and requires a compatible NVIDIA GPU. The Intel Open Image Denoise (2) is fast and runs on CPUs (it utilizes advanced instructions sets like AVX2, AVX512). Note that the three denoising engines use slightly different render elements.
(int)
: The way the denoiser operates (0 - Only generate the needed render elements without running the denoiser, 1 - Hide the channel with the denoised result in VFB, 2 - Show the channel with the denoised result in VFB)
(int)
: Deprecated. Only single pass denoising is supported.
(int)
: [
Does not apply to NVIDIA denoiser and Intel Open Image Denoise
]
Set the strength and radius to a few predefined values (0 - Mild denoising with strength 0.5 and radius 5, 1 - Default denoising with strength 1 and radius 10, 2 - Strong denoising with strength 2 and radius 15, 3 - Custom values from the "strength" and "radius" parameters
(float)
: [
Does not apply to NVIDIA denoiser and Intel Open Image Denoise
]
The main denoiser control. Lower values modify the original image less, but may fail to clean up noise. Larger values are more effective at denoising, but may cause loss of detail. 0.5 is for mild denoising, 1.0 for normal strength and 2.0 for strong denoising.
(float)
: [
Does not apply to NVIDIA denoiser and Intel Open Image Denoise
]
The pixel radius within which to look for similar pixel blocks. Larger values are slower, but may produce smoother results. Lower values are faster but may produce blotches. This value does not affect the strength of the denoising. A value of 10 is sufficient for most cases.
(boolean)
: [
Does not apply to NVIDIA denoiser and Intel Open Image Denoise
]
Enable usage of GPU version if OpenCL support is found.
(int)
: Deprecated. This has no effect. Use SettingsImageSampler::progressive_effectsUpdate.gpuSupport=(full)
(int)
: Deprecated.
(boolean)
: V-Ray denoiser may be chosen over the NVIDIA denoiser in the event of initialization failure even if the latter is explicitly selected. This flag determines whether the full error message should be printed to the user or not.
(boolean)
: Specifies that the denoised image can be wrapper around the left/right border. The denoiser can then use this information to avoid generating artifacts over the seamed area.
(boolean)
: Specifies if NVIDIA AI denoiser should use temporal mode. Recommended for animations.
(boolean)
: Specifies if the alpha channel should be denoised.
(boolean)
: When denoiser mode is NVIDIA, specifies if the denoiser should upscale.
(boolean)
: When denoiser mode is Intel, specifies if the inputs should be prefiltered before the main denoising pass.
Visualizes which host rendered each bucket
Contains the result of rendering a specified color texture
(boolean)
(String)
: Display name of this render channel
(boolean)
: true to consider this render element for anti-aliasing (may slow down rendering)
(boolean)
: false to not affect Matte Objects
(Texture)
: The texture that will be rendered into this channel
(boolean)
: Whether the image filter will be applied to this channel
(List<Plugin>)
: Depending on the value of exclude_list_as_inclusive_set, a list of plugins that will be affected or ignored by the texture
(boolean)
: When true apply extra texture only to objects in exclude_list. When false apply extra texture to all objects out of exclude_list
(boolean)
: Forces 32-bit float output even in half-float images
(boolean)
: Forces lossless compression for this channel when DWAA/DWAB compression is used
(boolean)
: true to denoise the channel; false otherwise
(Texture)
: The texture that will be used as background
Contains the result of rendering a specified float texture
(boolean)
(String)
: Display name of this render channel
(TextureFloat)
: The texture that will be rendered into this channel
(boolean)
: false to not affect Matte Objects
(List<Plugin>)
: Depending on the value of exclude_list_as_inclusive_set, a list of plugins that will be affected or ignored by the texture
(boolean)
: When true apply extra texture only to objects in exclude_list. When false apply extra texture to all objects out of exclude_list
(boolean)
: Forces 32-bit float output even in half-float images
(boolean)
: Forces lossless compression for this channel when DWAA/DWAB compression is used
(float)
: The value where no intersection occurred (e.g. background)
Contains the result of rendering a specified integer texture
(boolean)
(String)
: Display name of this render channel
(TextureInt)
: The texture that will be rendered into this channel
(boolean)
: false to not affect Matte Objects
(List<Plugin>)
: Depending on the value of exclude_list_as_inclusive_set, a list of plugins that will be affected or ignored by the texture
(boolean)
: When true apply extra texture only to objects in exclude_list. When false apply extra texture to all objects out of exclude_list
An arbitrary output variable of floating point type (1-component grayscale).
An arbitrary output variable of integer type.
Used instead of RenderChannelGlossiness when an inverted ReflectIOR channel is needed. [gpuSupport=(none)]
Lighting analysis render element that provides visual representation of the lighting intensity in the rendered frame [gpuSupport=(none)]
(String)
: The name of the render element.
(int)
: Specifies the quantity to be displayed (0 - Luminance in cd, 1 - Illuminance in lx)
(float)
: Specifies which values are mapped to blue.
(float)
: Specifies which values are mapped to red.
(int)
: Specifies how values are mapped to colors (0 - Linear, 1 - Logarithmic)
(int)
: Specifies the way data is displayed (0 - False colors, 1 - Grid overlay)
(int)
: The horizontal space in pixels between two numeric points on the grid.
(int)
: The vertical space in pixels between two numeric points on the grid.
(boolean)
: When enabled, it fades the rendered image, so that the grid values would be more visible.
(boolean)
: When enabled, shows a legend of the false colors at the bottom of the render.
Light mix channel used by VFB2 [gpuSupport=(full)]
(boolean)
: Create an additional Rest channel being saved to file
(boolean)
: true to denoise all light channels; false otherwise
(boolean)
: true to add a flag to the light mix channel. All light selects part of the Light Mix must have light_select_in_lightmix=true. With this flag set to true it is possible to have LightSelects outside of the LightMix
Light select render element [gpuSupport=(partial)]
(boolean)
(String)
: Display name of this render channel
(int)
: Internal unique identifier for this channel type.
(boolean)
: true to apply color mapping to the channel; false otherwise
(boolean)
: true to consider this render element for anti-aliasing (may slow down rendering)
(boolean)
: Whether the image filter will be applied to this channel
(boolean)
: true if raw channels should be derived from the respective color and filter channel
(boolean)
: False to disable ALL VFB color corrections(sRGB, curves, white balance, etc...) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
(boolean)
: true to denoise the channel; false otherwise
(int)
: The light select mode. Sets what type of lighting contribution is generated in the element (0 - direct diffuse and specular, 1 - raw direct lighting, 2 - direct diffuse, 3 - direct specular, 4 - full, 5 - indirect diffuse and specular, 6 - indirect diffuse, 7 - indirect specular, 8 - subsurface, 9 - light path expression, 12 - direct diffuse shadow, 13 - direct specular shadow).
(String)
: Light path expression string based on the OSL syntax. It can be used to filter certain light contributions. Enabled when light_select_mode is "light path expression".
(boolean)
: If true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
(boolean)
: If true the light select is part of a Light Mix. When set only light selects with this flag will be part of the LightMix
Contains the material ID for the object with greatest coverage in each pixel.
Contains up to 3 object masks (mattes) in each color channel [gpuSupport=(partial)]
(boolean)
(String)
: Display name of this render channel
(int)
: The object ID that will be written as the red channel (0 to disable the red channel)
(int)
: The object ID that will be written as the green channel (0 to disable the green channel)
(int)
: The object ID that will be written as the blue channel (0 to disable the blue channel)
(boolean)
: true to use the material IDs instead of the object IDs
(boolean)
: false to not affect Matte Objects
(boolean)
: true to consider this render element for antialiasing (may slow down rendering)
(List<Plugin>)
: Exclude list for the red ID
(boolean)
: true : apply multimatte only to objects in excludeList_red; false : apply multimatte to all objects out of excludeList_red
(List<Plugin>)
: Exclude list for the green ID
(boolean)
: true : apply multimatte only to objects in excludeList_green; false : apply multimatte to all objects out of excludeList_green
(List<Plugin>)
: Exclude list for the blue ID
(boolean)
: true : apply multimatte only to objects in excludeList_blue; false : apply multimatte to all objects out of excludeList_blue
Contains the node ID for the object with greatest coverage in each pixel.
Contains camera space normal vectors as 3-component signed colors.
Contains only the object(s) selected by ID [gpuSupport=(none)]
(boolean)
(String)
: Display name of this render channel
(int)
: The object/material ID that will be extracted
(List<int>)
: The object/material IDs (more than one) that will be extracted
(boolean)
: true to use the material IDs instead of the object IDs
(boolean)
: false to not affect Matte Objects
(boolean)
: true to consider this render element for antialiasing (may slow down rendering)
(boolean)
: true to use object/material IDs different from the specified by id
(boolean)
: true to denoise the channel; false otherwise
(boolean)
: true to apply color mapping to the channel; false otherwise
Contains the Render ID for the object with greatest coverage in each pixel.
Direct sheen render element [gpuSupport=(full)]
(boolean)
(String)
: Display name of this render channel
(int)
: Internal unique identifier for this channel type.
(boolean)
: true to apply color mapping to the channel; false otherwise
(boolean)
: true to consider this render element for anti-aliasing (may slow down rendering)
(boolean)
: Whether the image filter will be applied to this channel
(boolean)
: true if raw channels should be derived from the respective color and filter channel
(boolean)
: False to disable ALL VFB color corrections(sRGB, curves, white balance, etc...) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
(boolean)
: true to denoise the channel; false otherwise
(int)
: The light select mode. Sets what type of lighting contribution is generated in the element (0 - direct diffuse and specular, 1 - raw direct lighting, 2 - direct diffuse, 3 - direct specular, 4 - full, 5 - indirect diffuse and specular, 6 - indirect diffuse, 7 - indirect specular, 8 - subsurface, 9 - light path expression, 12 - direct diffuse shadow, 13 - direct specular shadow).
(String)
: Light path expression string based on the OSL syntax. It can be used to filter certain light contributions. Enabled when light_select_mode is "light path expression".
(boolean)
: If true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
(boolean)
: If true the light select is part of a Light Mix. When set only light selects with this flag will be part of the LightMix
Indirect sheen reflection render element [gpuSupport=(full)]
(boolean)
(String)
: Display name of this render channel
(int)
: Internal unique identifier for this channel type.
(boolean)
: true to apply color mapping to the channel; false otherwise
(boolean)
: true to consider this render element for anti-aliasing (may slow down rendering)
(boolean)
: Whether the image filter will be applied to this channel
(boolean)
: true if raw channels should be derived from the respective color and filter channel
(boolean)
: False to disable ALL VFB color corrections(sRGB, curves, white balance, etc...) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
(boolean)
: true to denoise the channel; false otherwise
(int)
: The light select mode. Sets what type of lighting contribution is generated in the element (0 - direct diffuse and specular, 1 - raw direct lighting, 2 - direct diffuse, 3 - direct specular, 4 - full, 5 - indirect diffuse and specular, 6 - indirect diffuse, 7 - indirect specular, 8 - subsurface, 9 - light path expression, 12 - direct diffuse shadow, 13 - direct specular shadow).
(String)
: Light path expression string based on the OSL syntax. It can be used to filter certain light contributions. Enabled when light_select_mode is "light path expression".
(boolean)
: If true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
(boolean)
: If true the light select is part of a Light Mix. When set only light selects with this flag will be part of the LightMix
Toon render element [gpuSupport=(none)]
(boolean)
(String)
: Display name of this render channel
(int)
: Internal unique identifier for this channel type.
(boolean)
: true to apply color mapping to the channel; false otherwise
(boolean)
: true to consider this render element for anti-aliasing (may slow down rendering)
(boolean)
: Whether the image filter will be applied to this channel
(boolean)
: true if raw channels should be derived from the respective color and filter channel
(boolean)
: False to disable ALL VFB color corrections(sRGB, curves, white balance, etc...) when saving the channel data to a file or showing it on a display. True to apply VFB color corrections when saving the channel data to a file or showing it on a display. If true some color corrections might still be disabled, based on the type of file being saved.
(boolean)
: true to denoise the channel; false otherwise
(boolean)
Contains signed velocity vectors in screen space [gpuSupport=(partial)]
(boolean)
(String)
: Display name of this render channel
(boolean)
: When true, velocity is clamped between -1 and 1.
(float)
: Velocity is normalized (divided) with this value. Used to normalize the velocity between 0 and 1 if the output image format does not support floating - point colors
(float)
: Used internally to transfer the max_velocity value from the previous frame in animations.
(boolean)
: If true, the Z component will be fixed at 0.
(boolean)
: Whether the image filter will be applied to this channel
Contains the Z-Depth (1-component grayscale).
(boolean)
(String)
: Display name of this render channel
(boolean)
: If true, the black/white depth values will be taken from the camera near/far clipping distances instead
(boolean)
: Write depth value without remapping or clamping.
(float)
: This depth will map to value 0.0
(float)
: This depth will map to value 1.0
(boolean)
: If true, zdepth is clamped between 0 and 1
(boolean)
: Whether the image filter will be applied to this channel
(boolean)
: If true zdepth is inverted
(boolean)
: Set infinite depth value to 0.0.
(boolean)
: Don't filter object edges against the environment
Description of a render view (camera) -- position, field of view, etc. [gpuSupport=(partial)]
(Transform)
: Camera transform - position and rotation
(float)
: Horizontal field of view
(float)
: Focus distance in scene units
(float)
(float)
: Aperture blades rotation
(int)
: Number of samples per frame for the transformation
(boolean)
: true to enable clipping planes
(float)
: The near clipping plane
(float)
: The far clipping plane
(float)
: Zoom factor
(boolean)
: Orhographic projection camera when true, perspective projection otherwise
(float)
(boolean)
: True to adjusts an orthographic view to encompass the entire scene.
(boolean)
: This is here so we can suppress a RenderView node from affecting the main VRayRenderer sequence and frame data.
(boolean)
: If true, the scene will be internally translated relative to the render view
(float)
: Used to save camera info to vrimg file
(float)
: Used to save camera info to vrimg file
(int)
: Enable stereo rendering and select output layout
(float)
: The distance between the two stereo views
(int)
: Specifies the camera position relative to the left and right views: 0 - center, 1 - keep left view, 2 - keep right view
(boolean)
: true to specify a separate distance for the stereo focus
(float)
: The focus distance if specify_focus is enabled
(int)
: The focus method: 0 - parallel, 1 - rotate, 2 - shift
(int)
: Specifies which view to render: 0 - both views, 1 - left view, 2 - right view.
(float)
: Top merge angle for panoramic pole merging
(float)
: Bottom merge angle for panoramic pole merging
(int)
: Specifies the panoramic pole merging method: 0 - a smooth method used originally in V-Ray, 1 - use a cosine function, compatible with other renderers
(String)
: The original scene name of the camera associated with the plugin
For internal use only! Manages interactive or GPU rendering. Always the first plugin. Not exported to file.
(boolean)
: true to enable the RT engine and false to disable it
(boolean)
(boolean)
: true to open a separate window for the RTEngine, and false to use the V-Ray VFB
(boolean)
: true to force full AA mask recalculation. Used for direct VR rendering with 'Follow headset' option enabled.
Various scene metadata.
(String)
: Scene name.
(String)
: Scene description text.
(String)
: String identifier describing the scene contents.
(List<String>)
: List of content categories.
(List<String>)
: List of additional content tags.
(List<String>)
: List of paths or data URLs to preview images.
(List<String>)
: List of additional user attributes. Each attribute is a separate entry in the list in "name=value" format.
null
Settings for the render camera. Relates to RenderView and CameraPhysical (or other Camera{*} plugins). [gpuSupport=(partial)]
(int)
: Camera type: 0 - default, 1 - spherical, 2 - cylindrical point, 3 - cylindrical ortho, 4 - box, 5 - fish-eye, 6 - warped spherical, 7 - orthogonal, 8 - pinhole, 9 - spherical panorama, 10 - cube 6x1
(float)
: Height of the cylindrical (ortho) camera
(float)
: Applies only to fish-eye camera. Controls distance to the sphere center
(float)
: Field of view; if negative, the field of view will not be modified
(boolean)
: The auto-fit option of the fish-eye camera
(float)
: Controls the way the rendered images is warped. Applies only to fish-eye camera
(boolean)
: This is here so we can suppress a SettingsCamera node from affecting the main VRayRenderer sequence and frame data
(Plugin)
: Used only to force a re-export of the image plane geometry in RT rendering
(int)
: Determine when to apply auto-exposure and auto-white balance (0 - only if the camera has no exposure; 1 - all cameras)
(int)
: Auto exposure mode (0 - disabled; 1 - center-weighted average (original V-Ray algorithm); 2 - histogram). This feature requires light cache GI
(int)
: Auto-white balance mode (0 - disabled; 1 - temperature; 2 - RGB). This feature requires light cache GI
(float)
: Additional compensation for the auto-exposure value, in f-stops. A value of 1.0 makes the result twice as bright, and -1.0 makes it twice as dark
(int)
: The type of auto white balance sample accumulation heuristic. (0 - Weighted average (original VRay algorithm); 1 - Simple average; 2 - All RGB components greater than 1). This feature requires light cache GI and enabled auto white balance
(String)
: The original scene name of the camera associated with the plugin
(boolean)
: Controls resolution override
(int)
: Resolution override widthgpuSupport=(full)
(int)
: Resolution override heightgpuSupport=(full)
Settings for raytraced depth of field. May conflict with CameraPhysical. [gpuSupport=(partial)]
(boolean)
: True to indicate DOF should be computed.
(float)
(float)
: Center bias for the DOF effect; between -1.0f and 1.0f; 0.0f means no bias.
(float)
: Focus distance in scene units
(boolean)
: True to make the aperture a regular polygon, instead of a circle.
(int)
: Sides of the polygon, if 'Sides' is true.
(float)
: Rotation angle of the aperture blades (sides)
(float)
: Anisotropy; allows an anamorphic effect.
(int)
: Determines the number of samples for the DOF effect.
(boolean)
: This is here so we can suppress a SettingsCamera node from affecting the main VRayRenderer sequence and frame data
(String)
: The original scene name of the camera associated with the plugin
Settings for rendering caustics effects through photon mapping [gpuSupport=(none)]
(boolean)
: Enable global caustics (forced off in interactive mode)
(int)
: Max. number of photons to look for; if 0, all photons within the search distance will be considered.
(int)
: 0:Pixels; 1:World
(float)
: Search distance for caustic photons in world units.
(float)
: Search distance for caustic photons in pixels.
(float)
: Photons within this distance will get merged
(float)
: Multiplier for the caustics
(int)
: Specifies the way the caustics photon map is calculated (0 - New map, 1 - From file, 2 - Progressive)
(String)
: .vrpmap file to load a previous calculated caustics photon map from when "mode" is 1
(boolean)
: If true, the caustics photon map will not be deleted after rendering is complete.
(boolean)
: True to save the caustics photon map automatically at the end of the rendering
(String)
: When auto_save=1 this is the filename that will be saved
(boolean)
: True to show the calculation of the caustics map
Settings for color mapping. Affects image sampling. [gpuSupport=(partial)]
(int)
: Type of color mapping.
(boolean)
: True if color mapping should affect the background.
(float)
: Multiplier for dark colors.
(float)
: Multiplier for bright colors.
(float)
: Additional gamma correction. What gets affected depends on the value of "adaptation_only".
(boolean)
: True if the color mapping should be applied on a subpixel level.
(boolean)
: True if colors should be clamped after color mapping.
(float)
: The level at which colors will be clamped if clamping is on.
(int)
: Specifies whether color mapping and gamma are applied to the image: 0 - both color mapping and gamma are applied; 1 - nothing is applied; 2 - only color mapping is applied
(boolean)
: DEPRECATED! Only for porting legacy scenes.
(Color)
: Additional image exposure multiplier.
Settings specific to V-Ray for Modo [gpuSupport=(partial)]
(int)
: Type of color mapping.
(boolean)
: True if color mapping should affect the background.
(float)
: Multiplier for dark colors.
(float)
: Multiplier for bright colors.
(float)
: Additional gamma correction. What gets affected depends on the value of "adaptation_only".
(boolean)
: True if the color mapping should be applied on a subpixel level.
(boolean)
: True if colors should be clamped after color mapping.
(float)
: The level at which colors will be clamped if clamping is on.
(int)
: Specifies whether color mapping and gamma are applied to the image: 0 - both color mapping and gamma are applied; 1 - nothing is applied; 2 - only color mapping is applied
(boolean)
: DEPRECATED! Only for porting legacy scenes.
(Color)
: Additional image exposure multiplier.
(float)
: Multiplier for the "Gamma correction", "Intensity gamma" and "Reinhard" modes.
(float)
: Inverse gamma for the the "Gamma correction" and "Intensity gamma" modes.
(float)
: Burn value for the Reinhard color mapping.
Plugin used to force the current animation time in interactive mode
(int)
: Current frame value. Used in interactive mode to force a frame change.
The decal settings plugin in charge for preparing the decal shader [gpuSupport=(partial)]
(boolean)
: This is here so we can suppress a SettingsDecal node from affecting the main VRayRenderer sequence data
Global settings for displacement geometry
(boolean)
: Deprecated. This has no effect.
(float)
: Maximum edge length of the displaced sub-triangles.
(boolean)
: If true 'Edge length' is specified in pixels; otherwise 'Edge length' is in scene units.
(int)
: Maximum subdivisions for a triangle from the original undisplaced mesh.
(boolean)
: If true the displacement map will be presampled to determine the exact displacement bounds.
(float)
: A global multiplier for the displacement amount.
(boolean)
: When true, displacement scales with object size
(boolean)
: If true, the original mesh will be used if no subdivisions are required.
Settings for Deterministic Monte Carlo sampling of Brute Force Global Illumination
(int)
: Controls the number of samples (rays) for the direct GI integration mode. Larger values mean more samples and less noise, but may slow down the rendering.
(int)
: Determines the ray depth for the direct GI integration mode. Larger values produce a more accurate lighting solution, but may slow down the rendering.
(boolean)
: True to run a training prepass which would enable various adaptive algorithms.
Settings for the Deterministic Monte Carlo sampler
(boolean)
: If this is true, the sample pattern will vary from frame to frame.
(float)
: Amount of adaptive sampling; 1.0 means full adaptation; 0.0 means no adaptation.
(float)
: Noise threshold that determines when to stop sampling. Lower values reduce noise, but may take longer to render.
(int)
: Minimum amount of samples to take.
(float)
: A global subdivs multiplier. Handy for reducing overall quality for draft renders.
(int)
: If non-zero, a random seed for the DMC sampler.
(boolean)
: true if shading subdivs in materials/lights/GI should be used, and false (recommended) to determine subdivs automatically.
(boolean)
: Enable blue noise optimization for the sampling pattern
Settings for environment mapping (per ray type) and matte objects
(Color)
: Background color that will be used if a ray does not hit anything
(Texture)
: Background texture map that will be sampled if a ray does not hit anything
(float)
: Multiplier used to blend the result between the background texture map and color values
(Color)
: Color that will be used if a GI ray does not hit anything
(Texture)
: Texture map that will be sampled if a GI ray does not hit anything
(float)
: Multiplier used to blend the result between the GI texture map and color values
(Color)
: Color that will be used if a reflected ray does not hit anything
(Texture)
: Texture map that will be sampled if a reflected ray does not hit anything
(float)
: Multiplier used to blend the result between the Reflection texture map and color values
(Color)
: Color that will be used if a refracted ray does not hit anything
(Texture)
: Texture map that will be sampled if a refracted ray does not hit anything
(float)
: Multiplier used to blend the result between the Refraction texture map and color values
(Color)
: Color that will be used for reflected or refracted rays of matte objects if they do not hit anything
(Texture)
: Texture map that will be sampled if reflected or refracted ray of matte objects does not hit anything
(float)
: Multiplier used to blend the result between the Secondary matte texture map and color values
(List<Plugin>)
: A list of environment volumes for the scene
(int)
: Used for implementing image planes
(Color)
: A global light level multiplier for all lights
(boolean)
: Whether to set the background color/map
(boolean)
: Whether to set the GI color/map
(boolean)
: Whether to set the reflect color/map
(boolean)
: Whether to set the refract color/map
(boolean)
: Whether to use the secondary matte color/map
Settings for auto-saved EXR images
(int)
: Compression for OpenEXR output (0 - default, 1 - no compression, 2 - RLE, 3 - ZIPS, 4 - ZIP, 5 - PIZ, 6 - PXR24, 7 - B44, 8 - B44A, 9 - DWAA, 10 - DWAB)
(int)
: Bits per channel (16 or 32)
(String)
: Extra attributes to write in the header. Multiple attributes should be separated by ';'. Some extra attributes are recognized by the EXR library. For example, the DWAA/DWAB compression level can be set with the 'dwaCompressionLevel' attribute. For a list of available attributes refer to ImfStandardAttributes.h in the OpenEXR source files.
(int)
: Data window for scanline-based multichannel OpenEXR files (0 - current render region, 1 - auto data window based on the alpha channel, 2 - whole image)
(boolean)
: true to write integer element ids when using Image Format exr
(boolean)
: true to create multi-part exr file
(int)
: Deep alpha colors (0 - monochrome, 1 - RGB, 2 - monochrome+RGB)
(List<int>)
: The visible image region, excluding overscan. It expects a list of 4 integers, representing the top-left and bottom-right corners in this order: left, top, right, bottom.
(List<int>)
: This makes it possible to offset/translate the data window values stored in the OpenEXR file. Useful when you want to have display window from
[
0,0
]
and data window which contains overscan areas. It expects a list of 2 integers, representing the offset in the order: left, top.
Global settings for rendering Gaussian splats. [gpuSupport=(none)]
(boolean)
(float)
Settings for global illumination, such as which engine to use for primary and secondary GI [gpuSupport=(partial)]
(boolean)
: True to turn GI calculation on
(boolean)
: Enable refractive caustics
(int)
: Enable reflective caustics
(float)
: Saturation factor for the GI contribution
(float)
: Contrast factor for the GI contribution
(float)
: Center point for the contrast curve
(int)
: GI engine to use for the first light bounce
(float)
: Multiplier for the primary GI contribution
(int)
: GI engine to use for the second and later light bounces
(float)
: Multiplier for the secondary GI contribution
(boolean)
: Enable ray_distance
(float)
: GI is traced only up to this distance
(boolean)
: Enable ambient occlusion
(float)
: Ambient occlusion multiplier
(float)
: Ambient occlusion radius
(int)
: Controls the number of AO samples to take
Global settings for hair rendering [gpuSupport=(none)]
(float)
: Minimum hair width in pixels, for plugins that support it and do not have that option overridden
Settings for the image sampler - type (bucket/progressive) and quality [gpuSupport=(partial)]
(int)
: The type of the image sampler (0 - fixed rate, 1 - adaptive, 2
[
deprecated
]
- adaptive subdivision, 3 - progressive)
(int)
: Control the number of rays shot for AA versus rays for other effects like glossy reflections, GI, area shadows etc. Higher values mean that less time will be spent on AA, and more effort will be put in the sampling of shading effects.
(int)
: Controls the number of samples the fixed sampler will take
(boolean)
: True to enable per-pixel filtering for the fixed sampler
(int)
: Controls the minimum number of samples the adaptive DMC image sampler will take
(int)
: Controls the maximum number of samples the adaptive DMC image sampler may take
(float)
: Color threshold for the adaptive DMC image sampler
(boolean)
: True to enable per-pixel filtering for the adaptive DMC and progressive image samplers
(float)
: Threshold to stop sampling overexposed areas of the image
(float)
: Values larger than 0.0 enable firefly removal for the bucket samplers
(int)
: Determines the minimum sampling rate for the adaptive subdivision sampler. A value of 0 means that samples will be one pixel apart. Positive values will put samples inside the pixels, while negative values will space the samples over several pixels.
(int)
: Determines the maximum sampling rate for the adaptive subdivision sampler. A value of 0 means that samples will be one pixel apart. Positive values will put samples inside the pixels, while negative values will space the samples over several pixels.
(boolean)
: If this is true, samples will be displaced randomly, for better AA of nearly horizontal or vertical edges.
(float)
(boolean)
(boolean)
(float)
(int)
: Controls the minimum number of samples the progressive image sampler will take
(int)
: Controls the maximum number of samples the progressive image sampler may take
(float)
: Noise threshold for the progressive image sampler
(float)
: Max. render time for the progressive image sampler in minutes
(int)
: Bundle size for the progressive image sampler
(boolean)
: If true, the AA mask will be rendered
(int)
: Progressive noise threshold active pixels percent at which the threshold is reduced.
(int)
: Approximate percentage of render time which post effects updates will take.
(int)
: Sets the mode for the render mask. The mode controls which render
mask
* parameter will be used to generate the mask from (0 - Disable, 1 - Texture, 2 - Objects, 3 - ObjectIDs)
(TextureFloat)
: Texture used for render mask when render_mask_mode=Texture.This accepts float textures, where a value of <=1e-6, means that V-Ray won't render in this pixel
(List<Plugin>)
: List of Node/GeomGen plugins which will be used for render mask when render_mask_mode=Objects
(List<int>)
: List of integers object ids, which will be used for render mask when render_mask_mode=ObjectIDs
(int)
: Render mask clearing mode. Affects only IPR rendering. If enabled, the parts that are not rendered will be blank, rather than keeping the old image.
(boolean)
: True if the VFB should switch to effectsResult channel during rendering.
Settings for the Irradiance Map global illumination engine [gpuSupport=(partial)]
(int)
: Minimum resolution exponent. E.g. -2 means the irradiance map has at least 2^-2==1/4 the full frame resolution
(int)
: Maximum resolution exponent. E.g. -2 means the irradiance map has at most 2^-2==1/4 the full frame resolution
(int)
: Hemispheric subdivs (determines the number of samples/rays that will be used)
(int)
: Interpolation samples
(int)
: Samples looked up during the prepass phase
(int)
: Number of frames to load for the animation irradiance map mode (0 is just the current frame, 1 is one frame before and after etc).
(float)
: Sensitivity to changes in GI intensity
(float)
: Sensitivity to changes in surface normals
(float)
: Sensitivity to object proximity
(boolean)
: True if additional DMC sampling should be used to enhance details.
(float)
: Radius for the detail sampling in pixels.
(float)
: A multiplier for the subdivs when doing detailed sampling.
(int)
: The scale mode for the detail enhancement.
(boolean)
: If true, prepass samples will be randomly displaced
(int)
: How IM samples get inrerpolated: 0=Weighted average, 1=Least-squares fit, 2=Local Delaunay triangulation, 3=Least-squares with Voronoi weights
(int)
: Type of sample look-up
(int)
: Specifies the way the irradiance map is calculated (0=Single frame, 1=Multiframe incremental, 2=From file, 3=Add to current map, 4=Incremental add to current map, 5=Bucket mode, 6=Animation (prepass), 7=Animation (rendering))
(boolean)
: If true, the map will not be deleted from memory at the end of the rendering
(String)
: vrmap file to load a previously calculated irradiance map from
(boolean)
: If true, the samples in the map will be shown in the final rendering
(boolean)
: Shows the prepasses
(boolean)
: Shows the direct light during the prepasses (although VRay doesn't need it)
(boolean)
: True to calculate the irradiance map from multiple viewpoints along the camera path.
(boolean)
: If true, V-Ray will do several prepasses; if false, only one prepass at the image resolution will be made
(boolean)
: If true, sample visibility will be checked during final rendering
(boolean)
: If true, the map will be automatically saved at the end of the rendering
(String)
: File name to save to if auto_save=1
Settings for auto-saved JPEG images
(int)
: JPEG quality (1-100)
Settings for the Light Cache global illumination engine [gpuSupport=(partial)]
(int)
: Subdivisions for the light cache.
(float)
: Sample size when calculating the light cache.
(int)
: Filter type when reconstructing the illumination from the cache. 0 - no filter; 1 - nearest; 2 - fixed
(int)
: Number of samples to look for with the 'nearest' filter type.
(float)
: Filter size for the 'fixed' filter type.
(boolean)
: True if the light cache should be prefiltered to smooth the illumination in it.
(int)
: Number of samples to look for when prefiltering the light cache.
(int)
: Maximum bounces for the light cache. Leave this to the default value of 100. Note that, because of the way the light cache is calculated, the solution always converges to that of infinite light bounces, regardless of this value.
(boolean)
: Shows a preview of the scene while the light cache is calculated.
(boolean)
: Stores direct lighting with the light cache.
(boolean)
: Whether sample and filter sizes are in world space (true) or screen space (false)
(int)
: Specifies the way the light cache is calculated (0 - Single frame, 1 - Fly-through, 2 - From file)
(String)
: vrlmap file to load a previously calculated light cache from
(boolean)
: True if the light cache should not be deleted at the end of the rendering.
(boolean)
: True if the light cache should be saved at the end of the rendering.
(String)
: File name to save to if auto_save=1
(int)
: Number of passes for the light cache. Each pass is rendered in a single thread, therefore it is best to set this to the number of processors.
(boolean)
: True if the light cache should be used to estimate GI for glossy rays, instead of the primary GI engine.
(boolean)
: True if adaptive hemispheric sampling should be used. This requires more memory than the non-adaptive light cache.
(boolean)
: true to use premultiplied light cache when possible
(boolean)
: This causes the light cache to be calculated for the entire camera path, even when in single frame mode.
(boolean)
: True to enable retrace of the light cache.
(float)
: Retrace threshold, relative to the light cache sample size.
(float)
: Enables additional checks to mimize light leaks; 0.0 means no checks
(int)
: Light cache type to be used (0 - KD tree; 1 - hash map).
(boolean)
: True to enable path guiding.
Settings for the Light Linker - include/exclude specific lights in the scene when shading specific nodes [gpuSupport=(full)]
(List<Object>)
: List containing lists of plugins. Every sub list contains a light plugin (always the first element) and some node plugins the light is not illuminating.
(List<Object>)
: List containing list of plugins. Every sub list contains a light plugin (always the first element) and some node plugins, which do not cast shadows from this light
(List<int>)
: List containing a flag for every light in the ignored_lights list. 0 - the list is an exclude list (default). 1 - the list is an include list. 2 - ignored_lights is ignored and the light illuminates all objects in the scene, useful for animating the light linking.
(List<int>)
: List containing a flag for every light in the ignored_shadow_lights list. 0 - the list is an exclude list (default). 1 - the list is an include list. 2 - ignored_shadow_lights is ignored and the light casts shadows from all objects in the scene, useful for animating the light linking.
Deprecated. Do not use! [gpuSupport=(none)]
Plugin to control memory tracker report output
Settings for sampling motion blur effects [gpuSupport=(partial)]
(boolean)
: Enable motion blur
(int)
: Geometry motion blur samples to take. Moving along non-linear trajectories may require more samples.
(int)
: Motion blur samples to take when calculating Irradiance Map
(float)
: Motion blur duration in frames
(int)
: Deprecated. Unused.
(float)
: Bias for the time value of motion blur samples
(float)
: When <1 simulates real world shutter efficiency due to its finite speed
(float)
: Relative center of the motion blur interval (typically between -1 and 1). The value is expressed as fraction of a frame.
(boolean)
: Enable camera motion blur
(int)
: Type of sampling: 0 - normal, 1 - sample only shutter open, 2 - sample only shutter middle
Global settings for various V-Ray options, such as lighting, materials and distributed rendering
(boolean)
: True if displacement should be computed.
(boolean)
: True if hidden geometry should be used.
(boolean)
: Global toggle for direct illumination
(boolean)
(boolean)
(boolean)
: Global toggle for casting shadows
(boolean)
(boolean)
: If true - will disable self-Illumination
(boolean)
: Don't render final image. Use this to generate a prepass file (e.g. light cache) only.
(boolean)
: Global toggle for material reflections and refractions
(boolean)
: Limit max ray depth when shading materials
(int)
: Max. ray depth for reflections and refractions if mtl_limitDepth is true
(boolean)
: Global toggle for texture maps
(boolean)
: Global toggle for texture map filtering
(boolean)
: Global toggle for sub-surface scattering
(boolean)
: false to turn off filtering for glossy and GI rays
(int)
: Max. transparency interactions a ray can make
(float)
: Transparency cutoff
(boolean)
: Override material
(boolean)
: Global toggle for glossy material effects
(boolean)
: If true the normal bump in tangent space will not be inverted on flipped UVs
(int)
: 0 - shadow color based on missing light; 1 - (experimental) shadow color based on present light
(boolean)
: Whether to use stochastic sampling for bump maps to avoid sampling artifacts.
(boolean)
: If true, back faces will be invisible to camera and shadow rays
(float)
: Secondary ray bias. Use cautiously, only when having issues with overlapping faces.
(float)
: GI texturing filtering multiplier
(boolean)
: Abort rendering when a required file is missing
(boolean)
: Transfer missing assets on DR
(boolean)
: Use cached assets on DR
(int)
: Type of the assets cache limit
(float)
: Value of the assets cache limit
(boolean)
: If true the client's cache settings will overwrite server settings
(boolean)
: Enable clamping of secondary rays. Reduces firefly artifacts, but also the overall scene brightness
(float)
: The max secondary ray intensity when ray_max_intensity_on is enabled
(int)
: Light evaluation (0 - full evaluation; 1 - light tree; 2 - adaptive lights)
(int)
: The number of lights to use when 'Light evaluation mode' is 'Adaptive Lights'.
(boolean)
: Enable probabilistic volumetric sampling
(int)
: The number of probabilistic samples to shade for primary/shadow rays when probabilistic_vol_on is true
(int)
: The number of probabilistic samples to shade for gi/glossy when probabilistic_vol_on is true
(boolean)
: Enable probabilistic volumetrics with multiple importance sampling
(int)
: [
Windows only
]
Thread priority for worker threads (0 - normal priority, 1 - lower priority, 2 - lowest priority)
(boolean)
: True to enable consistent calculation of lighting render elements based on internal light selects
(boolean)
: Whether to write LightSelect RE metadata to image headers (if supported by file format)
(float)
: Min pixel size for spherical and rectangle/disc lights to prevent flicker with small distant lights
Settings for the output file, for the image size and region/cropping, and for animation sequence
(int)
: Output image width
(int)
: Output image height
(float)
: Output image pixel aspect
(String)
: Output image filename. See also img_dir
(String)
: Output image directory. See also img_file
(boolean)
: Dot-delimited frame number in the output file name.
(boolean)
: If true, the frame number is added to the image file name
(boolean)
: If true, the alpha channel will be written to a separate file
(boolean)
: If true, the alpha channel will not be written the final image
(int)
: 0 - the RGB channel will be saved to disk alongside other channels, 1 - the RGB channel will not be saved to disk, 2 - only the RGB/effectsResult channel will be saved to disk
(boolean)
: If true, Velocity channel will be saved zero base instead of the default 0.5 based.
(boolean)
: If true, VFB color corrections will be applied to render channels.
(boolean)
: If true, V-Ray will will generate deep image file (valid for vrst and exr)
(boolean)
: If true, V-Ray will render to a tiled file format (.vrimg or .exr). This is automatically turned on for file formats that only support tiled writing (like .vrimg)
(int)
: If writing to a tiled file format, specifies whether a memory VFB window should be displayed (0 - no memory VFB, 1 - full memory VFB, 2 - preview). Set to 0 when rendering huge resolutions.
(boolean)
: If true, the VFB color corrections will be baked into the RGB/PostFX channels and saved in the raw file if possible
(boolean)
: If true, the VFB color corrections will be baked into render elements and saved in the raw file if possible
(boolean)
: If true then save Cryptomatte elements separately from the raw image file
(int)
: How to clear the image in the VFB before rendering each frame.
(double)
: Start of animation range in time units
(double)
: End of animation range in time units
(int)
: Animation Frame Name Padding
(boolean)
: If true, frame renumbering is used
(float)
: Start number for renumber frames
(float)
: Renumber frames step
(float)
: First frame of animation range
(int)
: The frame number at the start of the animation range
(float)
: Number of frames per unit time
(List<Object>)
: List of frames to be rendered. May contain intervals in the form of lists with start and end frame
(float)
: Image output region left coord
(float)
: Image output region width
(float)
: Image output region top coord
(float)
: Image output region height
(int)
: Output bitmap width. Not to be confused with img_width. This is the sampling resolution, not the file resolution.
(int)
: Output bitmap height. Not to be confused with img_height. This is the sampling resolution, not the file resolution.
(int)
: Bitmap output region left coord
(int)
: Bitmap output region width
(int)
: Bitmap output region top coord
(int)
: Bitmap output region height
(String)
: Multipolygons region definition (json string). If defined and valid, it will be used as render region. Otherwise bitmap output region params will be used
(boolean)
: true to enable the VFB frame stamp
(String)
: Frame stamp text
(boolean)
: true to save render elements in separate folders
(boolean)
: true to save the main RGBA elment in a separate folder too, if relements_separateFolders is specified
(String)
: Render elements name separator
(float)
: Horizontal film offset
(float)
: Vertical film offset
Settings for the Photon Map global illumination engine [gpuSupport=(none)]
(int)
: The maximum number of light bounces.
(int)
: Number of photons to search for.
(boolean)
: True if irradiance will be precomputed.
(int)
: Number of interpolation samples when irradiance is precomputed.
(int)
: Specifies the way the photon map is calculated (0 - New map, 1 - From file)
(String)
: vrpmap file to load a previously calculated photon map from
(boolean)
: If true, V-Ray will try to automatically find a suitable value for searchDist based on the desired number of photons in the estimate.
(float)
: Photon search distance.
(boolean)
: If true, the area covered by photons in the estimate will be calculated by the convex hull of the photons, projected along the surface normal.
(boolean)
: If true, the photon map will not be deleted after rendering is complete.
(boolean)
: If true, the photon map will be saved to a file after rendering is complete.
(String)
: File name to save to if auto_save=1
(boolean)
: True if direct lighting should be stored with the photon map.
(float)
: Multiplier for the photon map.
(float)
: Minimum allowed distance between photons in the map. If a photon falls with a smaller distance to another photon, the two photons are merged into one.
(float)
: Set to > 0.0 if corner retracing should be used for more accurate estimate of GI in corners. Using this option is not recommended.
(int)
: Maximum number of bounces when retracing corners.
(boolean)
: True if the calculation phase for the photon map should be displayed.
Settings for auto-saved PNG images
(int)
: Compression for PNG output (0-9)
(int)
: Bits per channel (8 or 16)
Settings for baking PTex texture files
(List<Plugin>)
: A list of scene objects that will be baked
(String)
: The base name for the Ptex files
(boolean)
: If true then the resolution for each texture will be calculated adaptively, based on the size of the corresponding geometry.
(int)
: The resolution in the U direction in texture space is 2 ^ res_u.
(int)
: The resolution in the V direction in texture space is 2 ^ res_v.
(float)
: The size of one texel/point in world units.
(float)
: The size of one texel/point in world units.
(boolean)
: When NOT doing projection baking, whether to shoot rays from the camera (false), or from a point displaced a small distance from the surface normal (true). Default - false - shading rays are shot from the camera
(int)
: The number of samples shaded for each texel will be the square of this number.
(float)
: An offset along the geometric surface normal at which to perform shading in order to avoid surface acne.
(int)
: Number of rays shoot to test if sample is actually visible or not. Speeds up shading in the case when parts of the model are occluded. Set to 0 to disable.
(float)
: Maximum length of visibility test ray. It is adjusted by the sample size. If the ray travels at least this length before hitting another object, the sample is considered visible and is shaded, otherwise it's filled with black when baking to Ptex or entirely ommitted when baking to vrmesh point cloud.
(float)
: A multiplier that can be used to decrease the resolution of faces which lie outside the viewing frustum.
(boolean)
: If true the textures will be quadrangular even if the mesh is purely triangular.
(boolean)
: True to generate mipmaps and false otherwise.
(boolean)
: If this is true then all render elements will be baked into one Ptex file.
(int)
: Type of border mode in U direction: 0 - clamp, 1 - black, 2 - periodic
(int)
: Type of border mode in V direction: 0 - clamp, 1 - black, 2 - periodic
(int)
: Type of texel data: 0 - 8 bit int, 1 - 16 bit int, 2 - 16 bit float, 3 - 32 bit float
(int)
: 0 - normal baking, 1 - projection baking
(int)
: 0 - outside, 1 - inside, 2 - outside first, the inside, 3 - inside first, the outside, 4 - closest
(int)
: 0 - Smooth normal, 1 - Geometry normal
(float)
(float)
: Geometry that is intersected further than this value along the ray will be ignored. If the value is zero then no geometry will be ignored.
(boolean)
: If true then meta data containing the degree of each mesh polygon will be included in the Ptex files.
(boolean)
: If true then meta data containing the vertices of each mesh polygon will be included in the Ptex files.
(boolean)
: If true then meta data containing the positions of all vertices will be included in the Ptex files.
Settings for ray intersection accelleration structures
(int)
: Max. tree depth
(float)
: Min. voxel size
(float)
: Balance coefficient between depth and faces per voxel
(int)
: Limit for dynamic geometry, in megabytes. 0 means no limit. Negative numbers mean the amount of physical RAM with the negative number added to it.
(int)
: Optimization level (must be 0)
(boolean)
: Enable/Disable using the Embree ray caster. Embree is the faster option.
(boolean)
: Enable/Disable using the Embree ray caster for motion blur.
(boolean)
: Enable/Disable the Embree ray caster for hair.
(boolean)
: Try to conserve memory, using potentially slower algorithms.
(boolean)
: Turn on the packet ray casting.
Settings for the size and order of generating render buckets
(int)
: Maximum bucket width
(int)
: Maximum bucket height
(int)
: Size in pixels or number of regions
(int)
: Sequence type
(boolean)
: Reverse the order in which buckets are generated
(int)
: Enable dynamic splitting of the final buckets into smaller buckets (better CPU utilization). Ignored on GPU.
Settings common to all render channels [gpuSupport=(none)]
(int)
: Determines which fragment to use for unfiltered render elements (0 - best coverage; 1 - closest to camera).
(int)
: Determines how to blend fragments within a pixel (0 - by render ID; 1 - by Z-Depth, 2 - none).
(float)
: Determines the z-depth blending sensitivity when deep_merge_mode is 1.
(boolean)
: Exclude the RGB color channel from deep files
Settings for V-Ray Interactive and V-Ray GPU Interactive/Production. [gpuSupport=(partial)]
(int)
: Deprecated, use SettingsOptions::mtl_maxDepth. Use Maximum trace depth for reflections/refractions etc.
(int)
: Maximum trace depth for GI.
(int)
: Number of samples to bundle for the V-Ray engine in one thread
(int)
: Number of samples per pixel for the V-Ray engine
(int)
: Number of samples to bundle for the V-Ray GPU engine in one thread
(int)
: Number of samples per pixel for the V-Ray GPU engine
(boolean)
: When true, V-Ray GPU tries to utilize the GPUs with attached displays less. If this is true, it works best with gpu_samples_per_pixel=1 and gpu_bundle_size=64 (or less)
(boolean)
: true to enable coherent tracing of gi/reflections/refractions etc.
(boolean)
: Non-zero to enable side-by-side stereo rendering.
(float)
: Distance between the two cameras for stereo mode.
(int)
: Focus mode (0 - none, 1 - rotation, 2 - shear)
(int)
: GPU maximum texture size if the value of opencl_resizeTextures allows resizing. Bigger textures are scaled to fit this size
(int)
: Texture transfer mode for the GPU. Note that on-demand mipmapping is available only in non-interactive mode.
(int)
: Format for the textures on the GPU (0 - 32-bit float per channel; 1 - 16-bit half float per channel; 2 - 8-bit per channel)
(boolean)
: Progressive increase for 'Rays per pixel' (from 1 to real value). Use this for faster feadback.
(int)
: Non-zero to use undersampling, 0 otherwise. The value specifies the blur resolution. Value of n means 1/(2^n) initial resolution in each dimension.
(boolean)
: If true, the interactive engine will produce only RGBA. Default is false.
(float)
: Max render time in minutes (0 = inf)
(int)
: Max paths per pixel (0 = inf)
(float)
: Noise threshold for the image sampler (0 = none)
(int)
: Max time, in milliseconds, between (partial) image updates (0=disable partial image updates)
(int)
: Min time, in milliseconds, between image updates (0=show all frames)
(int)
: Flag used to disable some production-only features in interactive mode
(int)
: If 1, V-Ray GPU will check the sampler type in SettingsImageSampler, and it will use the settings there, if there sampler type is "bucket". Default is (0=use progressive)
(boolean)
: When true, V-Ray GPU Out-of-core codepath will be used
(boolean)
: When true, overrides and disables the auto RPP and auto bundle size options
(boolean)
: When true, V-Ray GPU Out-of-core pinned memory allocation will be used
(int)
: Textures larger than this threshold (in MB) will get allocated in pinned memory
Settings for auto-saved SGI images
(int)
: Bits per channel (8 or 16)
Sets tiled textures settings.
(int)
: Texture cache size. This parameter is set as value of envirment variable VRAY_TEXTURE_CACHE before renderBegin.
(int)
: Sets the max resultion used while render for mipmaped files. If set to zero, the original file resolution is used.
Settings for auto-saved TGA images
(int)
: Compression type for TGA output
Settings for auto-saved TIFF images
(int)
: Bits per channel (8, 16 bit fixed or 32-bit floating point)
(boolean)
: If true, the TIFF color channels will be written interleaved (RGBRGB instead of RRGGBB)
Settings for converting scene units to physical units
(float)
: The number by which a 3d distance must be multiplied to convert it into meters.
(float)
: The number by which the power of photometric lights should be scaled when rendering.
(Vector)
: The 'up' direction for the scene.
(float)
: The number by which a scene time unit must be multiplied to convert it to seconds.
(float)
: Frames per second, equal to 1/seconds_scale. If it is 0, then seconds_scale is used instead.
(int)
: Sets the rendering color space (0 - legacy CIE RGB, 1 - sRGB, 2 - ACEScg)
(int)
: The handedness of the coordinate system. 0 - Right-handed coordinate system. 1 - Left-handed coordinate system.
(String)
: OCIO config filepath if ever used
Setting for baking vertex color sets
Settings for VFB post-processing effects
(int)
(float)
(float)
(boolean)
(float)
(float)
(int)
: 0- from image 1 - from render camera 2 - from camera params
(int)
: 0-image 1-image and buffer 2-buffer
(String)
(String)
(boolean)
(boolean)
(boolean)
(int)
(float)
: Rotation in degrees from 0.0 - 360.0
(float)
(float)
(boolean)
(boolean)
: When this is 1, V-Ray will try to apply the lens effects using the best OpenCL device it can find. If there is no such (or error occures), it will fallback to a CPU implementation0
(boolean)
: 0 - sRGB is OFF, 1 - sRGB is ON.
(float)
(boolean)
(boolean)
(float)
(float)
(float)
(boolean)
(float)
(float)
(float)
(float)
(float)
(boolean)
(int)
(boolean)
(int)
(int)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(boolean)
(int)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(List<int>)
: Color correction settings saved to binary and written as an array of ints
(boolean)
: Should we try to use VFB2 (true) or VFB1 (false)
(String)
: VFB2 layers saved as a string
(boolean)
: This is here so we can suppress a SettingVFB node from affecting the main VRayRenderer sequence and frame data.
Deprecated. Use the OutputDeepWriter plugin instead. Used to keep some settings for auto-saved VRST/VRSM images.
(int)
: Compression for VRST output (0 - default, 1 - ZIP)
(int)
: Bits per channel (16 or 32)
Limits rendering to one or more spherical volumes defined with SphereFadeGizmo instances [gpuSupport=(none)]
(List<Plugin>)
: List of SphereFadeGizmo plugins that will limit the rendering volume
(Color)
: The color to render outside the gizmo volume
(boolean)
: Whether the alpha channel is affected
(float)
: Falloff factor for smooth transition between the inside and outside volume
Defines a sphere outside which the scene won't be rendered (can be inverted) [gpuSupport=(none)]
(Transform)
: Transform for positioning the gizmo in world space
(float)
: Radius of the sphere/cylinder or side of the box (according to 'shape' type)
(boolean)
: If true, the volume
outside
the gizmo will be rendered and the inside volume is excluded
(int)
: Determines the shape of the gizmo (0 - Sphere, 1 - Box, 2 - Cylinder with the Y-axis as height)
Experimental GI engine for texture baking [gpuSupport=(none)]
(boolean)
(int)
(int)
(int)
(int)
(float)
(String)
(int)
(boolean)
(boolean)
(int)
(boolean)
(boolean)
(float)
(int)
(float)
(boolean)
(Plugin)
: Node of the mesh
Experimental GI engine for texture baking [gpuSupport=(none)]
(String)
(int)
(int)
(int)
(int)
(int)
(int)
(float)
Physically-based model of a Sun directional light source. Positioned at infinity and casts parallel rays with soft shadows. [gpuSupport=(partial)]
(boolean)
: true if the light is casting light (turned on) and false otherwise; it only makes sense to use this parameter if it is animated, or if another object depends on this node but it must not be rendered
(Transform)
: The transformation of the Sun. Only the rotation determines its position in the sky. The translation is used only for photon mapping.
(Vector)
: Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
(AColor)
: Color of the light
(Texture)
: A color texture that if present will override the color parameter
(boolean)
: True if the light produces diffuse lighting and false otherwise.
(boolean)
: True if the light produces specular hilights and false otherwise.
(boolean)
: True if the light affects atmospheric effects.
(float)
: Diffuse contribution for the light.
(float)
: Specular contribution for the light.
(float)
: Contribution of the light to atmospheric effects.
(boolean)
: true if the light should use the global light level setting
(List<String>)
: A list of strings identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
(boolean)
: True if the bumped normal should be used to check if the light direction is below the surface.
(int)
: Number of parameter samples for motion blur.
(boolean)
: true if the light casts shadows and false otherwise
(Color)
: The shadow color. Anything but black is not physically accurate.
(Texture)
: A color texture that if present will override the shadowColor parameter
(float)
: Shadow offset from the surface. Higher values move the shadow toward the object while lower values move it away. Extreme values can cause undesired results like shadow leaking or detached shadows.
(int)
: Used when calculating the Global Photon Map. Lower values mean more noisy results but will render faster. Higher values produce smoother results but take more time.
(int)
: Used when calculating Caustics. Lower values mean more noisy results but will render faster. Higher values produce smoother results but take more time.
(float)
: Multiplier for the brightness of the diffuse photons.
(float)
: Multiplier for the brightness of the caustics photons.
(float)
: Light cut-off threshold (speed optimization). If the light intensity for a point is below this threshold, the light will not be computed. Larger values cut away more of the light, while lower values make the light range larger. When this value is 0.0, the light is calculated for all surfaces.
(int)
: If light is an instance prototype its "enabled" parameter value is ignored (light is treated as disabled when processing the plugin instance itself), but is taken into account when generating instances of this light.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(String)
: Light path expressions light label which can be used to identify the light
(boolean)
: True if near decay is enabled
(float)
: A distance value where the near decay starts
(float)
: A distance value where the near decay ends
(boolean)
: True if far decay is enabled
(float)
: A distance value where the far decay starts
(float)
: A distance value where the far decay ends
(int)
: Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
(float)
: Light intensity
(TextureFloat)
: A float texture that if present will override the intensity parameter
(int)
: Controls the number of samples for sampling the light's shadows. Higher values produce smoother results but take more time to render. This parameter is controlled by the Min Shading Rate in the image sampler (SettingsImageSampler::min_shade_rate), when SettingsDMCSampler::use_local_subdivs=0.
(boolean)
: When on, this option makes the sun invisible, both to the camera and to reflections
(boolean)
: When this option is on and GI calculation is set to Irradiance map V-Ray will calculate the effects of this light and store them in the irradiance map. The result is that the irradiance map is computed more slowly but the rendering takes less time. You can also save the irradiance map and reuse it later.
(boolean)
: True if the light appears in reflections and false otherwise.
(boolean)
: When enabled, the intensity of the light will have no fall off with distance. Normally the light intensity is inversely proportional to the square of the distance from the light (surfaces that are farther from the light are darker than surfaces which are closer to the light).
(boolean)
: Controls whether light is emitted from both sides of each face.
(int)
: Object ID for use by shaders, render elements, etc.
(boolean)
: This parameter is for debugging only. It should always be set to true in user scenes. When set to false, rendering quality is not optimal.
(float)
: Use to control the brightness of the Sun
(Transform)
: The transformation of the Sun target point. Used only for photon mapping.
(float)
: Determines the amount of dust in the air and affects the color of the sun and sky. Smaller values produce a clear/blue sky, larger values yellow and orange
(float)
: Affects the color of the sun light (between 0.0 and 1.0). Smaller values make the sunlight more yellow, larger values make it blue
(float)
: Controls the visible size of the sun. Affects the appearance of the sun disc as seen by the camera and reflections, as well as the blurriness of the sun shadows
(int)
: Selects the procedural model used to simulate the TexSky texture (0 - Preetham, 1 - CIE Clear, 2 - Overcast, 3 - Hosek, 4 - PRG Clear Sky, 5 - PRG Clear Sky New)
(float)
: Specifies the intensity (in lx) of the illumination on horizontal surfaces coming from the sky. Used by CIE models.
(float)
: Specifies the observer altitude which affects the sky and horizon appearance. Used by the PRG Clear Sky New model.
(int)
: This option affects the way the color in the Filter color parameter affects the color of the sun (0 - Filter, 1 - Direct, 2 - Override)
(Color)
: Sunlight color. Used to add user control to light color definition
(Color)
: Reflective property of the "ground". Affects sky-dome brightness and color
(float)
: The angle (in degrees) (up from the horizon) where the sky starts to blend with the ground albedo. Values close to 0.0 produce a sharper horizon line, while larger values produce a softer horizon line.
(float)
: Horizon offset under the sky-dome. Allows the user to manually lower the horizon line.
(float)
: Controls the amount of water vapor in the atmosphere which affects the sky color.
(Vector)
: Specifies an up vector different from the one for the scene (SettingsUnitsInfo::scene_upDir).
(boolean)
: true if the light casts shadows from atmosperics and false otherwise
(int)
: Controls the number of samples for the area shadow of the sun. More subdivs produce area shadows with better quality but render slower.
(float)
: The radius of the area where photons would be shot. This parameter's effect is visible when photons are used in the GI solutions or caustics.
(boolean)
: Enable clouds
(boolean)
: Enable clouds' ground shadows
(float)
: Controls the density of the clouds
(float)
: Controls the variety of the clouds
(float)
: Specifies cirrus clouds amount
(float)
: Clouds offset in x direction specified in meters
(float)
: Clouds offset in y direction specified in meters
(float)
: Clouds height in meters
(float)
: Clouds thickness in meters
(float)
: Clouds phase in x direction specified in percentage (%)
(float)
: Clouds phase in y direction specified in percentage (%)
(boolean)
: Set to true to match the clouds to Enscape
(float)
: Clouds density multiplier to make clouds look darker/brighter
(int)
: Random seed for the clouds generation. '0' matches the Enscape clouds
(boolean)
: Enable contrails
(int)
: Number of airplane trails on the sky
(float)
: Strength of the contrails
(float)
: Distortion of the contrails
(float)
: Contrails offset in x direction specified in meters
(float)
: Contrails offset in y direction specified in meters
(float)
: Time influencing the airplanes positions
Wraps a color constant or output parameter as a normal texture for passing to parameters that won't work otherwise, such as inside some lists [gpuSupport=(full)]
(Plugin)
: Unused
(Texture)
Outputs only one of the 4 RGBA channels (or intensity) as float texture [gpuSupport=(full)]
(Texture)
: The color for channel source
(TextureFloat)
: Multiplier for the result
(int)
: Which component of the color should be returned - 0:red;1:green;2:blue;3:alpha;4:intensity
Performs arithmetic operation between the two input textures. Default output operation is defined by 'mode'. Additional output parameters are also provided. [gpuSupport=(partial)]
(Texture)
: The first color
(Texture)
: The second color
(TextureFloat)
: Multiplier for the first color
(TextureFloat)
: Multiplier for the second color
(TextureFloat)
: The alpha for the result; if not specified, the resulting alpha taken from the first color)
(int)
: Which output should be used as the default output of the texture (0 - result_a, 1 - result_b, 2 - product, 3 - sum,4 - difference, 5 - power, 6 - division, 7 - Minimum, 8 - Maximum, 9 - absolute difference, 10 - Lower intensity color, 11 - Greater intensity color,12 - sin, 13 - cos, 14 - abs, 15 - ceil, 16 - exp, 17 - floor, 18 - log, 19 - log10, 20 - sqrt, 21 - fmod, 22 - average, 23 - tan, 24 - asin,25 - acos, 26 - atan, 27 - atan2, 28 - Bias (Christophe Schlick approximation of Kenneth Perlin's Bias definition), 29 - Gain (Christophe Schlick approximation of Kenneth Perlin's Gain definition)30 - Bias (Kenneth Perlin's original Bias definition), 31 - Gain (Kenneth Perlin's original Gain definition)
(OutputTexture)
: (color_a
mult_a)
(color_b*mult_b)
(OutputTexture)
: (color_a
mult_a)/(color_b
mult_b)
(OutputTexture)
: Min(color_a
mult_a , color_b
mult_b)
(OutputTexture)
: Max(color_a
mult_a , color_b
mult_b)
(OutputTexture)
: (color_a
mult_a)+(color_b
mult_b)
(OutputTexture)
: (color_a
mult_a)-(color_b
mult_b)
(OutputTexture)
: abs((color_a
mult_a)-(color_b
mult_b))
(OutputTexture)
: if intensity(color_a
mult_a) <= intensity(color_b
mult_b): color_a
mult_a else color_b
mult_b
(OutputTexture)
: if intensity(color_a
mult_a) >= intensity(color_b
mult_b): color_a
mult_a else color_b
mult_b
(OutputTexture)
: color_a*mult_a
(OutputTexture)
: color_b*mult_b
(OutputTextureFloat)
: (color_a*mult_a).r
(OutputTextureFloat)
: (color_a*mult_a).g
(OutputTextureFloat)
: (color_a*mult_a).b
(OutputTextureFloat)
: (color_a*mult_a).a
(OutputTextureFloat)
: mult_a*(color_a.r+color_a.g+color_a.b)/3.0
(OutputTexture)
: (color_a*mult_a)^mult_b
(OutputTexture)
: sin((color_a
mult_a)
(color_b*mult_b))
(OutputTexture)
: cos((color_a
mult_a)
(color_b*mult_b))
(OutputTexture)
: asin((color_a
mult_a)
(color_b*mult_b))
(OutputTexture)
: acos((color_a
mult_a)
(color_b*mult_b))
(OutputTexture)
: atan((color_a
mult_a)
(color_b*mult_b))
(OutputTexture)
: atan2((color_b
mult_b), (color_a
mult_a)), computes the arctangent of (color_b
mult_b)/(color_a
mult_a)
(OutputTexture)
: abs(color_a*mult_a)
(OutputTexture)
: ceil(color_a*mult_a)
(OutputTexture)
: exp(color_a*mult_a)
(OutputTexture)
: floor(color_a*mult_a)
(OutputTexture)
: log(color_a*mult_a)
(OutputTexture)
: log10(color_a*mult_a)
(OutputTexture)
: square root of color_a*mult_a
(OutputTexture)
: fmod(color_a
mult_a, color_b
mult_b)
(OutputTexture)
: ((color_b
mult_b)+(color_b
mult_b))*0.5
(OutputTexture)
: tan(color_a*mult_a)
(OutputTexture)
: A:=color_a
mult_a; B:=color_b
mult_b; A/((1/B-2)*(1-A)+1), computes the Bias(x, y) function as defined by Christophe Schlick
(OutputTexture)
: A:=color_a
mult_a; B:=color_b
mult_b; if B<0.5: (Bias(2
A-1, B)+1)/2 else Bias(2
A, 1-B)/2, computes the Gain(x, y) function as defined by Christophe Schlick
(OutputTexture)
: A:=color_a
mult_a; B:=color_b
mult_b; A^(log(B)/log(0.5)), computes the Bias(x, y) function as defined by Kenneth Perlin
(OutputTexture)
: A:=color_a
mult_a; B:=color_b
mult_b; if B<0.5: Bias(2
A, 1-B)/2 else 1-(Bias(2-2
A, 1-B)/2, computes the Bias(x, y) function as defined by Kenneth Perlin
Maps an input float along a curve. Very similar to TexBezierCurve. [gpuSupport=(none)]
(TextureFloat)
(List<float>)
: List of control points. Each is represented by six consecutivefloats: 0 - x (time), 1 - y (value), 2 - in-tangent vector x, 3 - in-tangent vector y, 4 - out-tangent vector x, 5 - out-tangent vector y.
(List<int>)
: Each control point has two tangents. Each of these tangents hasits type. It is specified by an integer from the following table: 0 - Fixed, 1 - Linear, 2 - Flat, 3 - Step, 4 - Step next, 5 - Slow, 6 - Fast, 7 - Smooth, 8 - Clamped, 9 - Plateau, 10 - Auto. For more information on their types, please visit Maya's documentation website.
(int)
: One of the following: 0 -- Constant, 1 -- Linear, 2 -- Cycle, 3 -- Cycle relative, 4 -- Oscillate.
(int)
: One of the following: 0 -- Constant, 1 -- Linear, 2 -- Cycle, 3 -- Cycle relative, 4 -- Oscillate.
(boolean)
V-Ray implementation of the Bercon distortion texture for 3dsMax [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(boolean)
: Calculations in camera space
(Texture)
: map to be distorted
(Texture)
: distortion map
(Texture)
: distortion map 2
(float)
: distortion strength
(boolean)
: use distortion
V-Ray implementation of the Bercon gradient texture for 3dsMax [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(boolean)
: Calculations in camera space
(float)
: positions of the given colors
(List<Texture>)
: the given colors
(Texture)
: the texture used for mapped gradient ramp
(int)
: 0:1D linear, 1:2D radial, 2:2D rectangle, 3:2D diagonal, 4:2D Pong, 5:2D Spiral, 6:2D Sweep, 7:2D tartan, 8:3D Spherical, 9:3D Box
(int)
: 0:linear, 1:smooth, 2:solid nearest, 3:solid left, 4:solid right
(float)
: Fresnel ior to use
(int)
: Whether to reverse the gradient
(float)
: Minimum range
(float)
: Maximum range
(int)
: 0:Stretch, 1:Tile, 2:Mirror, 3:None
(int)
: Whether to use distortion
(float)
: Distortion strength
(Texture)
: Distortion texture
(int)
: 0:UVW, 1:Normal, 2:Distance, 3:Light, 4:Map, 5:Random, 6:Particle age, 7:Particle speed, 8:Particle size
(int)
: 0:View, 1:Local X, 2:Local Y, 3:Local Z, 4:World X, 5:World Y, 6:World Z, 7:Camera X, 8:Camera Y, 9:Camera Z, 10:To Object, 11:Object Z
(int)
: 0:Perpendicular, 1:Towards, 2:Fresnel
(boolean)
: Whether to use a bezier curve
(OutputTextureFloat)
: Calculated blend amount to be tranformed by the bezier curve
(TextureFloat)
: If curve is used the gradient value will be taken from this texture
V-Ray implementation of the Bercon procedural noise texture for 3dsMax [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(boolean)
: Calculations in camera space
(Color)
: noise color 1
(Color)
: noise color 2
(Texture)
: noise map 1
(Texture)
: noise map 2
(float)
: noise size
(float)
: default = 0.0f
(float)
: default = 1.0f
(int)
: UVW distance
(int)
: noise function
(float)
: noise phase
(float)
: worley spread
(float)
: worley F1
(float)
: worley F2
(float)
: worley F3
(float)
: worley F4
(int)
: worley distance
(int)
: fractal type
(float)
: fractal levels
(float)
: fractal offset
(float)
: fractal gain
(float)
: fractal lacunarity
(float)
: fractal H
(boolean)
: use distortion
(float)
: distortion strength
(Texture)
: distortion map - works similarly to a bump map, solid colors have no effect
(Texture)
: texture for distortion strength
(Texture)
: texture for the size
(Texture)
: texture for low threshold
(Texture)
: texture for high threshold
(Texture)
: texture for phase
(Texture)
: texture for spread
(Texture)
: texture for F1
(Texture)
: texture for F2
(Texture)
: texture for F3
(Texture)
: texture for F4
(Texture)
: texture for fractal levels
(Texture)
: texture for fractal offset
(Texture)
: texture for fractal gain
(Texture)
: texture for fractal lacunarity
(Texture)
: texture for exponent
(boolean)
: Whether to use a bezier curve
(OutputTextureFloat)
: Calculated blend amount to be tranformed by the bezier curve
(TextureFloat)
: If curve is used the output value will be taken from this texture
V-Ray implementation of the Bercon procedural tile texture for 3dsMax [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(boolean)
: Calculations in camera space
(Color)
: noise color 1
(Color)
: noise color 2
(Color)
: noise color 3
(Texture)
: noise map 1
(Texture)
: noise map 2
(boolean)
: lock edge
(Texture)
: noise map 3
(float)
: tile size
(int)
: tile style
(float)
: tile width
(float)
: tile height
(float)
: edge width
(float)
: edge height
(float)
: tile width 2
(float)
: tile height 2
(float)
: edge width 2
(float)
: edge height 2
(int)
: tile soften
(float)
: soften radius
(boolean)
: round
(float)
: round radius
(boolean)
: map uv
(int)
: uv channel
(int)
: auto scaling
(float)
: random X
(float)
: random Y
(float)
: random SX
(float)
: random SY
(boolean)
: lock
(int)
: rotate uv
(float)
: random rotation
(boolean)
: flip X
(boolean)
: flip Y
(boolean)
: center
(int)
: center channel
(boolean)
: random Z
(String)
: offset, height, width1, width2, ... / offset, height, width1 ... Negative offset will be multiplied by row number try: -.25,1,1
(boolean)
: use distortion
(float)
: distortion strength
(Texture)
: distortion map - works similarly to a bump map, solid colors have no effect
(Texture)
: texture for distortion strength
(Texture)
: texture for soften radius
(Texture)
: texture for round radius
V-Ray implementation of the Bercon procedural wood texture for 3dsMax [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(boolean)
: Calculations in camera space
(Color)
: noise color 1
(Color)
: noise color 2
(Color)
: noise color 3
(Texture)
: noise map 1
(Texture)
: noise map 2
(boolean)
: grain lock
(Texture)
: noise map 3
(float)
: random seed
(int)
: 0:Radial wood, 1:Perlin wood, 2:Simplex wood, 3:Linear wood
(float)
: wood size
(float)
: low treshold
(float)
: high treshold
(float)
: wood skew
(float)
: width variation
(float)
: gain variation
(float)
: trunk strength
(float)
: trunk frequency
(float)
: radial strength
(float)
: radial frequency
(float)
: radial Z frequency
(float)
: angle strength
(float)
: angle frequency
(float)
: angle radius
(float)
: grain strength
(float)
: grain frequency
(boolean)
: use distortion
(float)
: distortion strength
(Texture)
: distortion map - works similarly to a bump map, solid colors have no effect
(Texture)
: texture for distortion strength
(int)
: samples
(Texture)
: texture for the size
(Texture)
: texture for low treshhold
(Texture)
: texture for high greshhold
(Texture)
: texture for skew
(Texture)
: texture for width variation
(Texture)
: texture for gain variation
(Texture)
: texture for trunk strength
(Texture)
: texture for trunk frequency
(Texture)
: texture for radial strength
(Texture)
: texture for radial frequency
(Texture)
: texture for radial z strength
(Texture)
: texture for angular strength
(Texture)
: texture for angular frequency
(Texture)
: texture for angular radius
(Texture)
: texture for grain strength
(Texture)
: texture for grain frequency
(boolean)
: Whether to use a bezier curve
(OutputTextureFloat)
: Calculated blend amount to be tranformed by the bezier curve
(TextureFloat)
: If curve is used the output value will be taken from this texture
Outputs the 2D piecewise cubic bezier curve float result (Y axis) from the given input float argument (X axis) [gpuSupport=(full)]
(TextureFloat)
: The input texture
(List<float>)
: The control points; 6 floats for each point: 2D coords of the point itself, and 2D coords of the left and right tangent.
(List<int>)
: The type of the control points: 0 - free, 1 - bezier, 2- bezier smooth
(int)
: The number of precisely calculated points from bezier curves: default 256
(boolean)
: true to extrapolate beyound the control points
(int)
: The type of extrapolation for points out of the control range: 0 - end tangnts, 1 - linear, 2 - constant. Used when use_end_tangents is true.
(int)
: The GPU curve mode: 0 - Intensity; 1: Red component; 2: Green component; 3: Blue component; 4: Alpha component
(boolean)
: Clamp output.
(float)
: Clamp min value.
(float)
: Clamp max value.
See TexBezierCurve description. This behaves as a separate TexBezierCurve for each of the R/G/B channels. Alpha is taken from the input color. [gpuSupport=(full)]
(Texture)
: The input color texture.
(List<float>)
: The control points for R channel. If there are no G or B control points, this control points will be used instead; 6 floats for each point: 2D coords of the point itself, and 2D coords of the left and right tangent.
(List<float>)
: The control points for G channel. If this is empty, points_r will be used instead; 6 floats for each point: 2D coords of the point itself, and 2D coords of the left and right tangent.
(List<float>)
: The control points for B channel. If this is empty, points_r will be used instead; 6 floats for each point: 2D coords of the point itself, and 2D coords of the left and right tangent.
(List<int>)
: The type of the control points: 0 - free, 1 - bezier, 2- bezier smooth.
(List<int>)
: The type of the control points: 0 - free, 1 - bezier, 2- bezier smooth. If points_g is empty, types_r will be used
(List<int>)
: The type of the control points: 0 - free, 1 - bezier, 2- bezier smooth. If points_b is empty, types_r will be used
(int)
: The number of precisely calculated points from bezier curves: default 256.
(int)
: The number of precisely calculated points from bezier curves: default 256. If points_g is not set, num_bezier_points_r will be used instead
(int)
: The number of precisely calculated points from bezier curves: default 256. If points_b is not set, num_bezier_points_r will be used instead
(boolean)
: true to extrapolate beyound the control points.
(boolean)
: true to extrapolate beyound the control points. If points_g is empty, use_end_tangents_r will be used instead
(boolean)
: true to extrapolate beyound the control points. If points_b is empty, use_end_tangents_r will be used instead
(int)
: The type of extrapolation for points out of the control range: 0 - end tangnts, 1 - linear, 2 - constant. Used when use_end_tangents is true.
(int)
: The type of extrapolation for points out of the control range: 0 - end tangnts, 1 - linear, 2 - constant. Used when use_end_tangents is true. If points_g is empty, out_of_range_type_r will be used instead
(int)
: The type of extrapolation for points out of the control range: 0 - end tangnts, 1 - linear, 2 - constant. Used when use_end_tangents is true. If points_b is empty, out_of_range_type_r will be used instead
This texture is used by the Bifrost shader to mix the velocity and vorticity into one float number which is then remapped into diffuse/reflection/refraction/foam color and weight [gpuSupport=(none)]
(float)
: The velocity texture multiplier
(float)
: The vorticity texture multiplier
(Texture)
: The vorticity texture. This must be connected to the bifrostVelocity color set of the mesh.
(Texture)
: The vorticity texture. This must be connected to the bifrostVorticity color set of the mesh.
(OutputTextureFloat)
: The result float value of the velocity/vorticity mix.
Deprecated. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: Color texture, the particles'color
(int)
: Surface Normal Type: Billboard or Spherical
(int)
: Face Direction: Camera, Incoming ray, Camera and Lights, Use Rotation
(int)
: Planar, Particle's Local Space, Cloud's Local Space, World Space
(int)
: Shape: Square, Rectangular or Circular
(int)
: Particle billboard rotates in the direction of the velocity. This is disabled if the billboard Face Direction is set to Use Rotation
(float)
: Shadows cast by the particles onto themselves are attenuated by this factor
(int)
: Applies a simple shading model to the particles. If not selected, only shadows are calculated, and the particles are still visible even if no lights are applied to the cloud.
(int)
: % of Base Color (particle type color), Use Ambient Color (the values of the Color sliders below), or None.
(Texture)
: Ambience colour
(Texture)
: Ambient colour
(float)
: Ambient % of base
(int)
: Specular type (0 = none, 1 = colour, 2 = % of base
(Texture)
: Specular colour
(float)
: Specular % of base
(float)
: Specular coeff
(int)
: Irradiance type (0 = none, 1 = colour, 2 = % of base
(Texture)
: Irradiance colour
(float)
: Irradiance % of base
(int)
: Radiance type (0 = none, 1 = colour, 2 = % of base
(Texture)
: Radiance colour
(float)
: Radiance % of base
(float)
: Amount of colour burn to apply
Sample a bitmap texture specified through a BitmapBuffer or RawBitmapBuffer plugin [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: 0: not tiling; 1: tile in UV; 2: tile in U; 3: tile in V; 4: tile in UV, but not filter tiling;
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Plugin)
: A BitmapBuffer or RawBitmapBuffer providing the pixel values
(Texture)
: The color when bitmap is not found or there are no valid UVs.
Blends between two color textures using a float texture for weight: result = (1-amount)color_a + amountcolor_b [gpuSupport=(full)]
(Texture)
: The first color to blend
(Texture)
: The second color to blend
(TextureFloat)
: The linear blending weight: color_a dominates toward 0.0, color_b dominates toward 1.0
(boolean)
: If true, color_b will be composited over color_a with the given weight, taking its alpha into account
Blends two normal maps and two bump maps [gpuSupport=(none)]
(Texture)
: First tangent space normal map.
(TextureFloat)
: Weight of first tangent space normal map.
(Texture)
: Second tangent space normal map.
(TextureFloat)
: Weight of second tangent space normal map.
(Texture)
: First bump map.
(TextureFloat)
: Weight of first bump map.
(Texture)
: Second bump map.
(TextureFloat)
: Weight of second bump map.
(boolean)
V-Ray implementation of the Bulge procedural texture in Maya (grayscale rectangular grid) [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(float)
(float)
Texture for computing glossiness from bump or normal map and base glossiness to address the problem of surfaces becoming too shiny at a distance as the normal map is filtered. The texture's output is meant to be connected to the reflect_glossiness parameter of BRDFVRayMtl with a GGX (gamma=2) BRDF. Glossiness is computed dynamically based on the area of the normal map used for filtering. Takes as input a BitmapBuffer and UVWGenInterface, which should be the same texture and UVWGen used for the material's bump map. The bump map should be either a monochrome bump map, or a normal map in tangent space, set via bump_mode parameter. Currently does not support UDIM textures and file tags for the bump map. The input base_glossiness can be any float texture. [gpuSupport=(none)]
(OutputTexture)
: Debug output containing first moments
(OutputTexture)
: Debug output containing second moments
(OutputTexture)
: Debug output containing determinant of sigma matrix
(Texture)
: A texture providing the bump map
(Plugin)
: The uvw generator for the bump map
(float)
: Bump amount
(TextureFloat)
: Base glossiness texture
(boolean)
: Whether to treat the base glossiness texture as roughness (true) or glossiness (false).
(int)
: Bump Mode: 0 - bump map; 1 - normal map in tangent space
(int)
: Filter mode for the bump map
(float)
: Filter width for the bump map
(float)
: Filter sharpness for the bump map
(float)
: Filter max eccentricity for the bump map
(float)
: Filter blur for the bump map
V-Ray implementation of the procedural noise texture in Cinema 4D. The plugin should not be used for content creation outside of Cinema 4D. [gpuSupport=(full)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(float)
: Higher values add high frequency details
(float)
: Animation speed
(float)
: Specifies the number of seconds before the animation loops
(float)
: The minimum value returned. This clipping is applied to the noise value, not the final color
(float)
: The maximum value returned. This clipping is applied to the noise value, not the final color
(float)
: A constant value added to the noise value, not the final color
(float)
: Controls the noise value contrast, not the final color
(Vector)
: Offset to the input coordinates of the noise. It is scaled with time, having an animated effect
(float)
: Transform the linear noise value gradient (0-1) with a cosine into a periodic gradient. Defines how many times it will reach extrema. The effect is that the noise is repeated inside itself.
(int)
: The type of noise used
(int)
: Space from which the input is taken: UV - takes uv coordinates, Texture - takes uvw coordinates, Object - takes point in object space, World - takes point in world space, Camera - takes point in camera space, Screen - takes screen coordinates + distance to the screen plane, Raster - takes only the screen coordinates
(int)
: Seed to initialize the RNG
(float)
: Multiplier for the frequency when computing each octaves
(float)
: Exponent of the weight when computing each octaves
(AColor)
: Low value color
(AColor)
: High value color
(float)
: Scale in each direction
(Vector)
: Scale in separate directions
(float)
: Multiplier for the movement
(boolean)
: When true, the returned noise value is non-negative
(int)
: The version of the hashing contents and order.
(int)
: Hash value of current parameters to restrict modifications to legally permitted exporters
Procedural texture based on Steven Worley's "A Cellular Texture Basis Function" paper [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(Texture)
(float)
(float)
(float)
(int)
: 0 = dots; 1 = chips; 2 = cells; 3 = chess cells; 4 = plasma
(float)
: Low threshold (for the bg color)
(float)
: Middle threshold (for the edge color)
(float)
: High threshold (for the center color)
(boolean)
(float)
: The number of fractal iterations
(float)
: The fractal roughness (0.0f is very rough; 1.0 is smooth - i.e. no fractal)
(OutputTextureVector)
: Outputs (F(1), F(2), F(3)) (the distances to the three closest points in the cellular context) as a Vector
Checkered alternation between two textures [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: The white checker color
(Texture)
: The black checker color
(TextureFloat)
: Contrast value
Clamps an input texture between the given min/max color values [gpuSupport=(full)]
(Texture)
(Texture)
(Texture)
Procedural weaved cloth texture [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(Texture)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
Deprecated. Use TexColorToFloat or TexAColorOp::intensity. [gpuSupport=(none)]
(Texture)
: Color texture, which intensity will be used
(TextureFloat)
: intensity multiplier
(int)
: add alpha in the average calculation
Deprecated. [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: Defines the base (ambient) color to use while mixing
(Texture)
: Defines the compositing color. When using a texture, this parameter is used to define the image.
(int)
: Mix type: 0 (Mix), 1(RGB Intensity), 2(Hide/Reveal), 3(Add), 4(Add Compensate (Blend)), 5(Add Bound), 6(Lighter), 7(Darker), 8(Soft Light), 9(Hard Light), 10(Difference), 11(Hue Offset), 12(Screen)
(Texture)
: Defines the mix layer's intensity in relation to the base color.
(boolean)
: Multiply weight by Alpha
(boolean)
: Computes this color, weight, and mixing mode.
(Texture)
(int)
: Mix type: 0 (Mix), 1(RGB Intensity), 2(Hide/Reveal), 3(Add), 4(Add Compensate (Blend)), 5(Add Bound), 6(Lighter), 7(Darker), 8(Soft Light), 9(Hard Light), 10(Difference), 11(Hue Offset), 12(Screen)
(Texture)
(boolean)
(boolean)
(Texture)
(int)
: Mix type: 0 (Mix), 1(RGB Intensity), 2(Hide/Reveal), 3(Add), 4(Add Compensate (Blend)), 5(Add Bound), 6(Lighter), 7(Darker), 8(Soft Light), 9(Hard Light), 10(Difference), 11(Hue Offset), 12(Screen)
(Texture)
(boolean)
(boolean)
(Texture)
(int)
: Mix type: 0 (Mix), 1(RGB Intensity), 2(Hide/Reveal), 3(Add), 4(Add Compensate (Blend)), 5(Add Bound), 6(Lighter), 7(Darker), 8(Soft Light), 9(Hard Light), 10(Difference), 11(Hue Offset), 12(Screen)
(Texture)
(boolean)
(boolean)
(Texture)
(int)
: Mix type: 0 (Mix), 1(RGB Intensity), 2(Hide/Reveal), 3(Add), 4(Add Compensate (Blend)), 5(Add Bound), 6(Lighter), 7(Darker), 8(Soft Light), 9(Hard Light), 10(Difference), 11(Hue Offset), 12(Screen)
(Texture)
(boolean)
(boolean)
(Texture)
(int)
: Mix type: 0 (Mix), 1(RGB Intensity), 2(Hide/Reveal), 3(Add), 4(Add Compensate (Blend)), 5(Add Bound), 6(Lighter), 7(Darker), 8(Soft Light), 9(Hard Light), 10(Difference), 11(Hue Offset), 12(Screen)
(Texture)
(boolean)
(boolean)
(Texture)
(int)
: Mix type: 0 (Mix), 1(RGB Intensity), 2(Hide/Reveal), 3(Add), 4(Add Compensate (Blend)), 5(Add Bound), 6(Lighter), 7(Darker), 8(Soft Light), 9(Hard Light), 10(Difference), 11(Hue Offset), 12(Screen)
(Texture)
(boolean)
(boolean)
Wraps a color texture and overrides its alpha channel with a float texture [gpuSupport=(none)]
(Texture)
(TextureFloat)
Deprecated. Use TexAColorOp. [gpuSupport=(none)]
(Texture)
: Input texture used to compute an intensity level
(float)
: The intensity of the output
Output either color A or B depending on condition [gpuSupport=(full)]
(Texture)
(TextureFloat)
(Texture)
(TextureFloat)
(TextureFloat)
Yield a constant color [gpuSupport=(full)]
(Texture)
(TextureFloat)
Correct a color by specifying HSV and RGB gains, offset, gamma correction and clamping [gpuSupport=(none)]
(Texture)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(Texture)
(Texture)
(Texture)
(TextureFloat)
(Texture)
(Texture)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
Applies bezier correction curves to the input color texture channels [gpuSupport=(full)]
(Texture)
: The value from this texture is controlled by the profile curve.
(TextureFloat)
: If present input is ignored, and this is used instead.
(List<float>)
: Quadruplets of 2d vectors for each bezier segment for the red curve.
(List<float>)
: Quadruplets of 2d vectors for each bezier segment for the green curve.
(List<float>)
: Quadruplets of 2d vectors for each bezier segment for the blue curve.
(boolean)
: Get alpha from curve
(List<float>)
: Quadruplets of 2d vectors for each bezier segment for the alpha curve.
Deprecated. [gpuSupport=(none)]
(Texture)
: The value used in the operation.
(Texture)
: The factor to be used in the operation.
(int)
: The operation: 0=Exponential, 1=Logarithm, 2=Bias, 3=Gain
(boolean)
: Apply operation to alpha channel
Compare colors [gpuSupport=(full)]
(Texture)
(Texture)
(int)
Mask a color. In-efficient GPU implementation, use any of the other texture-mask plugins instead [gpuSupport=(full)]
(Texture)
(TextureFloat)
(TextureFloat)
(Texture)
(TextureFloat)
(float)
Deprecated. Use TexAColorOp. [gpuSupport=(none)]
(int)
: Operation: Add(), Subtract(), Multiply(), Divide(), Minimum(), Maximum()
(boolean)
: Use alpha in the calculations
(Texture)
: The first color input
(Texture)
: The second color input
Deprecated. [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: Default color to be used when the Switch value does not match the Value of any of the Cases
(TextureInt)
: Accepts a varying set of integer values that control which Case's Input gets evaluated
(Texture)
(int)
(Texture)
(int)
(Texture)
(int)
(Texture)
(int)
(Texture)
(int)
(Texture)
(int)
(Texture)
(int)
(Texture)
(int)
Outputs the scalar intensity of the input color texture [gpuSupport=(full)]
(Texture)
: The color value
Linearly interpolates between a fixed color and a texture. The fixed color is also multiplied by the texture alpha (the tex color isn't). [gpuSupport=(full)]
(Color)
: The color value
(Texture)
: The texture
(float)
: The texture multiplier (blends between the value and the texture)
(boolean)
: true to invert the result
(float)
: A multiplier for the result (after inversion, if result_invert is true)
Combine color texture specifically for the VRayLightMtl material in 3ds Max. Performs normal alpha blending. [gpuSupport=(full)]
(Color)
: The color value
(Texture)
: The texture
(float)
: A multiplier for the final result
Linearly interpolates between a fixed value and a texture's intensity [gpuSupport=(partial)]
(float)
: The scalar value
(Texture)
: The texture
(float)
: The texture multiplier (blends between the value and the texture)
(boolean)
: true if the texture should be clamped to 1 from above (it is always clamped to 0 from below)
(float)
: A multiplier for the resulit (after inversion, if result_invert is true)
An implementation of the Complex Fresnel map [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
Composites two input textures with the specified arithmetic operation [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: Left-side operation argument
(Texture)
: Right-side operation argument
(int)
: 0:Add, 1:Subtract, 2:Difference, 3:Multiply, 4:Divide, 5:Minimum, 6:Maximum, 7:Colorize Shift, 8:Colorize Tint, 9:Alpha Blend Straight, 10:Alpha Blend Premultiplied
(float)
: Global multiplier (0.0-1.0) for the operation
Compose two textures. In-efficient GPU implementation, use any of the Color-correction related textures for V-Ray GPU instead. [gpuSupport=(full)]
(Texture)
(TextureFloat)
(Texture)
(TextureFloat)
(int)
(TextureFloat)
Outputs either of the two input textures depending on the comparison between two input float textures [gpuSupport=(none)]
(TextureInt)
: The condition check: 0 - equal, 1 - not equal, 2 - greater than, 3 - greater or equal, 4 - less than, 5 - less or equal
(TextureFloat)
: The first number to compare
(TextureFloat)
: The second number to compare
(Texture)
: The color to return if the condition is true
(Texture)
: The color to return if the condition is false
(OutputTexture)
: The resulting color
Same as TexCondition, but supported by V-Ray GPU [gpuSupport=(full)]
(int)
: 0 : Equal; 1 : Not equal; 2 : Greater than; 3 : Greater or equal; 4 : Less than; 5 : Less or equal
(TextureFloat)
(TextureFloat)
(Texture)
(Texture)
Outputs the same value in each color channel - curvature around the sampled point such that min color is used where the surface is flat and max color where it curves perpendicular to the normal [gpuSupport=(full)]
(int)
: The curvature mode (0 - Legacy, 1 - Convex, 2 - Concave, 3 - Both)
(int)
: Number of sample to take when sampling normals around intersection (subdivs*subdivs)
(TextureFloat)
: Sampling radius
(float)
: Output color min value
(float)
: Output color max value
(float)
: The scale relative to which the curvature is computed
(float)
: The maximum distance to search for intersections. Bigger values will decrease the performance, but may produce more correct result.
(float)
: Curvature values below this threshold will be ignored.
(float)
: Curvature output correction gain
(float)
: Curvature output correction lift
(float)
: Curvature output correction gamma
(float)
: Curvature output correction pivot
(boolean)
: Whether curvature output should be clamped to
[
0;1
]
(boolean)
: Whether bumped normals should be ignored when calculating curvature
Example plugin. Do not use. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: 0: not tiling; 1: tile in UV; 2: tile in U; 3: tile in V; 4: tile in UV, but not filter tiling;
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
An implementation of 3ds Max's Dent map [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(float)
(float)
(int)
Procedurally blends between a 'clean' and a 'dirty' texture based on occlusion around the shaded point. It can be used to simulate a variety of effects, for example dirt around the crevices of an object, or to produce an ambient occlusion pass. [gpuSupport=(partial)]
(Texture)
: Specifies the color that is returned by the texture for unoccluded areas (areas where a surface is fully exposed to ambient light).
(Texture)
: Specifies the color that is returned by the texture for occluded areas (areas where a surface's ambient lighting is limited or blocked).
(TextureFloat)
: Determines the amount of area (in scene units) where the TexDirt effect is produced
(float)
: Forces the rays to gather closer to the surface normal. This results in the dirt area narrowing closer to the contact edges. For ambient occlusion, set this parameter to 1.0 to get distribution similar to the ambient lighting on a diffuse surface.
(float)
: Controls the speed of the transition between occluded and unoccluded areas
(int)
: Controls the number of samples that V-Ray takes to calculate the dirt effect. Lower values render faster but produce a more noisy result. This parameter works independently from the Use Local Subdivs parameter in the DMC Sampler, so changes affect the scene even if Use local subdivs is disabled. Low Noise threshold values in the Image Sampler clean the result further.
(float)
: Biases the normals to the X axis so that the dirt effect is forced to those directions. Negative values could be used to invert the direction of the effect.
(float)
: Biases the normals to the Y axis so that the dirt effect is forced to those directions. Negative values could be used to invert the direction of the effect.
(float)
: Biases the normals to the Z axis so that the dirt effect is forced to those directions. Negative values could be used to invert the direction of the effect.
(boolean)
: Determines whether the dirt effect is taken into consideration for GI calculations or not.
(boolean)
: Determines whether to take bump into account.
(int)
: If not 0 the dirt affects only the objects themselves without including contact surfaces and edges. Same object is considered by: 1 - same Shadable instance, 2 - by render ID; 3 - by object ID; 4 - by user attribute. When disabled, the entire scene geometry participates in the final result.
(String)
: User attribute name when consider_same_object_only=4.
(boolean)
: Changes the direction of tracing the rays. When disabled, the rays are traced outside the surface; when enabled they are traced inside the surface. This allows us to revert the effect with respect to surface normals - e.g. instead of crevices, open corners are shaded with the occluded color.
(boolean)
: When enabled use resulting occlusion value as output alpha. Otherwise interpolate between occluded & unoccluded alphas.
(boolean)
: When enabled, the rays needed to generate the dirt map are shot from both sides of the faces (both in the direction of the normals and in the opposite direction).
(boolean)
: When enabled, TexDirt will take into account the opacity of the occluding objects. This can be used, for example, if you want to calculate ambient occlusion from opacity-mapped trees etc. When disabled, occluding objects are always assumed to be opaque. Note that working with correct opacity is slower, since in that case TexDirt must examine and evaluate the material on the occluding objects.V-Ray GPU supports this only with lights and their 'Invisible' parameter and geometry render stats.
(boolean)
: When enabled, the object does not occlude itself. It is occluded only by other objects in the scene.
(boolean)
: When enabled, the inner mode disregards surfaces that are not orthogonal to the shade surface, thus resulting in less dirt on thin objects.
(int)
: Specifies the mode in which the dirt map is calculated. 0 - ambient occlusion; 1 - Phong reflection occlusion; 2 - Blinn reflection occlusion; 3 - Ward reflection occlusion; 4 - Inner occlusion; 5 - Ambient + inner occlusion
(boolean)
: When enabled, V-Ray uses the environment when calculating the occlusion of areas that are not occluded by other objects.
(boolean)
: When enabled, the ambient reflection affects the reflection render elements. This can be used to create reflection masks.
(TextureFloat)
: Controls the spread of the rays traced for reflection occlusion (mode>0). A value of 1 means that just a single ray is traced (just like when tracing clear reflections), smaller values make the spread of the traced rays.
(List<Plugin>)
: Allows you to disable the calculation of the dirt map for specific objects. Excluded objects will not be shaded by the dirt map.
(boolean)
: When enabled reverses the meaning of the Exclude list - only objects in the list will be shaded by the dirt map.
(boolean)
: When enabled the texture will return the unoccluded color texture, if the object is excluded. Otherwise return (0,0,0,0)
(List<Plugin>)
: Specifies a list of objects which will affect the calculation of the dirt map. Excluded objects will be considered "invisible" for the calculations of the dirt map.
(boolean)
: This option controls the meaning of the Result Affect option. When on the Result Affect is considered as an "Include list" and when off then the Result Affect is considered as "Exclude list"
(boolean)
: Enable to make the subdivs independent of the image sampler quality.
(boolean)
: If enabled, the radius is rescaled based on the distance from the camera.
(boolean)
: Specifies whether there should be ambient streaks.
(boolean)
: Specifies whether there should be inner streaks.
(boolean)
: Specifies whether an algorithm with blurred streak must be used. The blur is controlled through the distribution parameter.
(float)
: Specifies the shape of the cone used for inner occlusion sampling.
(float)
: Specifies the size of each streak relative to the object.
(float)
: Specifies the density of the streaks - 0 means no streaks and 1 means all streaks.
Deprecated. [gpuSupport=(none)]
(TextureFloat)
: Input Float Texture
(float)
: Specifies the maximum displacement value. If an input value is higher than the Max Displacement value, it will be clipped
Blends between 'near' and 'far' texture colors based on the distance to a specific object's surface [gpuSupport=(full)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(TextureFloat)
: Specifies a radius outside of which all points will be given the far color.
(Texture)
: The color returned by the texture for points that are at a distance greater than the radius parameter from the specified objects.
(Texture)
: The color returned by the texture for points that are right at the edges of the specified object(s).For points that are outside or inside the objects, but not exactly next to the them, the color will be determined by blending between the near color and the far color and the radius will serve as a falloff radius.
(boolean)
: When this option is enabled, the near color value will be overridden by the inside color value for points that are inside the specified geometry.
(boolean)
: When this option is enabled, all the points inside the specified geometry are given the inside color value and no blending is performed.
(Texture)
: The color returned by the texture for points that are right inside the specified object(s). For points that are inside the objects, but not exactly next to them the color will be determined by blending between the inside color and the far color and the radius will serve as a falloff radius.
(boolean)
: When this option is enabled, the near color value will be overridden by the outside color value for points that are outside the specified geometry.
(boolean)
: When this option is enabled, all the points outside the specified geometry are given the outside color value and no blending is performed.
(Texture)
: The color returned by the texture for points that are right outside the specified object(s). For points that are outside the objects, but not exactly next to them, the color will be determined by blending between the outside color and the far color and the radius will serve as a falloff radius.
(List<Plugin>)
: List of nodes to measure distance to.
Outputs the distance between points specified by two input textures [gpuSupport=(none)]
(Texture)
(Texture)
(TextureTransform)
(TextureTransform)
(OutputTextureFloat)
Outputs the floating point distance between a given object's pivot and the shaded point [gpuSupport=(none)]
(Plugin)
: This parameter references an object that implements the EXT_WORLD_MATRIX interface. Given such an object, the texture result is the distance between that object and the point currently being sampled. Distance is measured in world units. In case of error, texture yields zero.
Shades the edges of polygons with a different color. A.k.a wireframe rendering [gpuSupport=(partial)]
(Texture)
(Texture)
(boolean)
(int)
: 0 : World units, 1 : Pixels
(TextureFloat)
(TextureFloat)
(boolean)
(boolean)
: true to use raytracing to compute the rounded corners and false to use static mesh analysis.
(boolean)
: true to consider only corners on the same object, and false to consider other intersecting objects.
(int)
: Which corners to smooth: 0 - both convex and concave; 1 - convex only; 2 - concave only.
A texture with per-face material ID list. [gpuSupport=(full)]
(List<int>)
: A list of per-face material IDs.
(List<int>)
: Optional list of indices, indicating where each voxel material IDs are positioned in the 'ids_list'.Used in case TexExtMaterialID is targeting a proxy geometry, which is possibly consisting of several voxels.
(int)
: Mode for packing/encoding material IDs into the ids_list elements.Packing is used to save memory on large ID lists, mainly in relation with instanced geometry.The supported modes are:0 - default (no packing) - i.e. single ids_list element holds single material ID;1 - pack material ID in single byte - single ids_list element holds 4 material IDs;2 - pack material ID in single bit - single ids_list element holds 32 material IDs;
Blends between two textures based on incidence angle or some type of distance [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: First color
(Texture)
: Second color
(int)
: Type (0 - towards/away, 1 - perpendicular/parallel, 2 - Fresnel, 3 - shadow/light, 4 - distance blend)
(int)
: Direction type (0 - viewZ, 1 - viewX, 2 - viewY, 3 - explicit, 4 - localX, 5 - localY, 6 - localZ, 7 - worldX, 8 - worldY, 9 - worldZ, 10 - ref node offset)
(Vector)
: The offset of the referenced object used when Direction type is 'object'
(float)
: IOR for the Fresnel falloff type
(boolean)
: Extrapolate for the distance blend falloff type
(float)
: Near distance for the distance blend falloff type
(float)
: Far distance for the distance blend falloff type
(Vector)
: Direction for the explicit direction type
(OutputTextureFloat)
: The blending amount, based on the parameters
(boolean)
(TextureFloat)
: If specified and use_blend_input is true, the final blending amount will be taken from this texture
Convert a floating point constant or output parameter to float texture interface. For passing to parameters that won't work otherwise, such as inside some lists. [gpuSupport=(none)]
(TextureFloat)
: input
Compose two numbers [gpuSupport=(none)]
(TextureFloat)
(TextureFloat)
(int)
(TextureFloat)
Output either float A or B depending on condition [gpuSupport=(full)]
(TextureFloat)
(TextureFloat)
(TextureFloat)
Yield a constant float value [gpuSupport=(full)]
(TextureFloat)
Correct a number by specifying gain, offset, gamma correction and clamping [gpuSupport=(none)]
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(int)
(float)
(float)
Compare numbers [gpuSupport=(full)]
(TextureFloat)
(TextureFloat)
(int)
Mask a number [gpuSupport=(none)]
(TextureFloat)
(TextureFloat)
Performs arithmetic operation between the two input textures. Default output operation is defined by 'mode'. Additional output parameters are also provided. [gpuSupport=(partial)]
(TextureFloat)
: The first number
(TextureFloat)
: The second number
(OutputTextureFloat)
: float_a*float_b
(OutputTextureFloat)
: float_a/float_b
(OutputTextureFloat)
: float_a+float_b
(OutputTextureFloat)
: float_a-float_b
(OutputTextureFloat)
: The first number raised to the power of the second number
(OutputTextureFloat)
: sin(float_a*float_b)
(OutputTextureFloat)
: cos(float_a*float_b)
(OutputTextureFloat)
: asin(float_a*float_b)
(OutputTextureFloat)
: acos(float_a*float_b)
(OutputTextureFloat)
: atan(float_a*float_b)
(OutputTextureFloat)
: atan2(float_b, float_a), computes the arctangent of float_b/float_a
(OutputTextureFloat)
: min(float_a, float_b)
(OutputTextureFloat)
: max(float_a, float_b)
(OutputTextureFloat)
: abs(float_a)
(OutputTextureFloat)
: ceil(float_a)
(OutputTextureFloat)
: exp(float_a)
(OutputTextureFloat)
: floor(float_a)
(OutputTextureFloat)
: log(float_a)
(OutputTextureFloat)
: log10(float_a)
(OutputTextureFloat)
: square root of float_a
(OutputTextureFloat)
: fmod(float_a, float_b)
(OutputTextureFloat)
: (float_a+float_b)*0.5
(OutputTextureFloat)
: tan(float_a)
(OutputTextureFloat)
: A:=float_a; B:=float_b; A/((1/B-2)*(1-A)+1), computes the Bias(x, y) function as defined by Christophe Schlick
(OutputTextureFloat)
: A:=float_a; B:=float_b; if B<0.5: (Bias(2
A-1, B)+1)/2 else Bias(2
A, 1-B)/2, computes the Gain(x, y) function as defined by Christophe Schlick
(OutputTextureFloat)
: A:=float_a; B:=float_b; A^(log(B)/log(0.5)), computes the Bias(x, y) function as defined by Kenneth Perlin
(OutputTextureFloat)
: A:=float_a; B:=float_b; if B<0.5: Bias(2
A, 1-B)/2 else 1-(Bias(2-2
A, 1-B)/2, computes the Bias(x, y) function as defined by Kenneth Perlin
(int)
: Which output should be used as the default output of the texture. Useful if the type of the operation needs to be animatable.
0=Product; 1=Ratio; 2=Sum; 3=Difference; 4=Power; 5=Sin; 6=Cos; 7=Min; 8=Max; 9=abs; 10=ceil; 11=exp; 12=floor; 13=log; 14=log10; 15=sqrt; 16=fmod; 17=average; 18=tan; 19=asin; 20=acos; 21=atan; 22=atan2; 23=Bias (Christophe Schlick approximation of Kenneth Perlin's Bias definition); 24=Gain (Christophe Schlick approximation of Kenneth Perlin's Gain definition); 25=Bias (Kenneth Perlin's original Bias definition); 26=Gain (Kenneth Perlin's original Gain definition)
Deprecated. [gpuSupport=(none)]
(List<float>)
: Colors for each vertex the hair. Each values should match a vertex from the hair geometry.
Convert the input scalar texture to a grayscale color (alpha=1). Optionally 'invert' to complementary color. [gpuSupport=(full)]
(TextureFloat)
: The float value
(boolean)
A V-Ray implementation of the ForestColor texture. Randomly chooses from a list of textures for each instance. [gpuSupport=(partial)]
(List<Texture>)
: maps for shading the forest simulation
(List<float>)
: probabilities for the used color maps
(Texture)
: The default texture for the forest color plugin
(int)
: Mode(0 - Item; 1 - Element
(Texture)
: The tint map
(int)
: Override global tint option for the forest
(float)
: Tint minimum %
(float)
: Tint maximum %
(int)
: Mode(0 - Gradient; 1 - Texture
(int)
: Mode(0 - Random; 1 - Texture
(int)
: Mode(0 - Normal; 1 - Color; 2 - Additive; 3 - Average; 4 - Multiply;
(float)
: Shows how to apply Tint between simulation Items and elements
(Color)
: The first color for tint gradient
(Color)
: The second color for tint gradient
(boolean)
: Whether to apply color corrections coming from the forest object
(int)
: Map channel index of the source GeomStaticMesh where the information for the Forest Color texture is stored
Blends between front ('white') and side ('black') textures using the Fresnel effect coefficient as weight, based on index of refraction [gpuSupport=(partial)]
(float)
: Fresnel ior.
(float)
: Refraction ior of the underlying surface; this is ignored if the surface has a volume shader (the volume IOR is used).
(Texture)
: Refraction (front) color
(Texture)
: Reflection (side) color
(TextureFloat)
(TextureFloat)
(boolean)
: Flag that allows the texture to contribute to the Fresnel IOR render element.
Linear gradient between three colors with optional added noise [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: First color
(Texture)
: Middle color
(Texture)
: End color
(boolean)
: This affects bump mapping, following a peculiarity in the 3ds Max implementation
(float)
: Middle color position
(int)
: Gradient type (0 - linear, 1 - radial)
(float)
: Noise amount
(float)
: Noise size
(int)
: Noise type (0 - regular, 1 - fractal, 2 - turbulence)
(float)
: Noise iterations
(float)
: Noise phase
(float)
: Noise low threshold
(float)
: Noise high threshold
(float)
: Threshold smoothing
V-Ray implementation of the gradient ramp texture in 3dsMax [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(List<float>)
: positions of the given colors
(List<Texture>)
: the given colors
(Texture)
: the texture used for mapped gradient ramp
(int)
: 0:four corner, 1:box, 2:diagonal, 3:lighting, 4:linear, 5:mapped, 6:normal, 7:pong, 8:radial, 9:spiral, 10:sweep, 11:tartan
(List<int>)
: 0:none, 1:linear, 2:expUp, 3:expDown, 4:smooth, 5:bump, 6:spike
(float)
: Distortion noise amount
(int)
: 0:regular, 1:fractal, 2:turbulence
(float)
: default = 1.0
(float)
: default = 0.0
(float)
: default = 4.0
(float)
: default = 0.0f
(float)
: default = 1.0f
(float)
: default = 0.0f
(TextureFloat)
: When 'gradient_type' is 'position' this will specify the position of color in gradient to return
V-Ray implementation of the procedural granite texture in Maya [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(boolean)
: If true UVWs outside
[
-1;1
]
will wrap back to the valid range.
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(Texture)
(Texture)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(boolean)
V-Ray implementation of the grid procedural texture in Maya [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(TextureFloat)
: U Width
(TextureFloat)
: V Width
Deprecated. [gpuSupport=(none)]
(List<Color>)
: The colors at the root of each hair strand.
Outputs several parameters when shading hair [gpuSupport=(partial)]
(OutputTextureFloat)
: Distance along the hair strand where the intersection occurred, in the
[
0,1
]
range.
(OutputTextureFloat)
: Distance along the hair strand where the intersection occurred, in scene units, normalized to an absolute distance value.
(OutputTextureFloat)
: The relative position of the intersection across the hair strand width, in
[
0 1
]
range.
(OutputTexture)
: Color from hair primitive (if present)
(OutputTexture)
: Incandescence from hair primitive (if present)
(OutputTexture)
: Transparency from hair primitive (if present)
(OutputTextureFloat)
: Random by the hair strand where the intersection occurred, in the
[
0,1
]
range.
(TextureFloat)
: The maximum distance of strands, when using "distance_along_strand_absolute" (denominator).
Converts the input texture from HSV to RGB color space [gpuSupport=(full)]
(Texture)
(OutputTexture)
Applies ICC profile color correction to a base texture [gpuSupport=(none)]
Integer texture that maps IDs from an input texture to other integer values [gpuSupport=(none)]
(TextureInt)
: This texture will suply the IDs
(List<int>)
: List of ids
(List<int>)
: List of values for each id in "ids"
(int)
: Default value. Returned when no matching id is found.
(int)
: The number of samples of the underlying geometry plugin. If not supplied, global nsamples will be used
Convert an integer constant or output parameter to int texture interface. For passing to parameters that won't work otherwise, such as inside some lists. [gpuSupport=(none)]
(TextureInt)
: input
Deprecated. [gpuSupport=(none)]
(TextureFloat)
: scalar value to be remapped
(TextureFloat)
: start of the current range of values
(TextureFloat)
: end of the current range of values
(TextureFloat)
: start of the new range of values
(TextureFloat)
: end of the new range of values
Converts the integer input texture to a float texture output [gpuSupport=(full)]
(TextureInt)
: The integer value
Outputs the inverted (complementary) color of the input texture. Alpha inversion is optional. [gpuSupport=(full)]
(Texture)
: The texture to be inverted
(boolean)
(OutputTexture)
: The inverted texture color
Outputs the inverted (complement of 1.0) result of a float input texture [gpuSupport=(full)]
(TextureFloat)
: The texture to be inverted
Blends multiple textures together using one of the many available modes. No weights are provided. [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(List<Texture>)
(List<int>)
: 0:None, 1:Over, 2:In, 3:Out, 4:Add, 5:Subtract, 6:Multiply, 7:Difference, 8:Lighten, 9:Darken, 10:Saturate, 11:Desaturate, 12:Illuminate
(TextureFloat)
Blends multiple textures together using one of the many available modes. Provides masks, opacities and more blend modes than TexLayered. [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(List<Texture>)
(List<Texture>)
(List<int>)
: 0:Normal, 1:Average, 2:Add, 3:Subtract, 4:Darken, 5:Multiply, 6:Color burn, 7:Linear burn, 8:Lighten, 9:Screen, 10:Color Dodge, 11:Linear Dodge, 12:Spotlight, 13:Spotlight blend, 14:Overlay, 15:Softlight, 16:Hardlight, 17:Pinlight, 18:Hardmix, 19:Difference, 20:Exclusion, 21:Hue, 22:Saturation, 23:Color, 24:Value
(List<float>)
: The opacity of each texture
(boolean)
: if false negative colors will be clamped
(TextureFloat)
Variation of TexLayered used in V-Ray for Nuke. Adds masking and opacity parameters for each texture. [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(List<Texture>)
(List<Texture>)
(List<int>)
: 0:atop, 1:average, 2:color-burn, 3:color-dodge, 4:conjoint-over, 5:copy, 6:difference, 7:disjoint-over, 8:divide, 9:exclusion, 10:from, 11:geometric, 12:hard-light, 13:hypot, 14:in, 15:mask, 16:matte, 17:max, 18:min, 19:minus, 20:multiply, 21:out, 22:over, 23:overlay, 24:plus, 25:screen, 26:soft-light, 27:stencil, 28:under, 29:xor
(List<float>)
: The opacity of each texture
V-Ray implementation of the leather procedural texture from Maya [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(boolean)
: If true UVWs outside
[
-1;1
]
will wrap back to the valid range.
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(Color)
(Color)
(float)
(float)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(boolean)
Wraps a color texture and outputs its luminance [gpuSupport=(full)]
(Texture)
(OutputTextureFloat)
Applies a lookup table (.cube file) color correction to a base texture [gpuSupport=(none)]
V-Ray implementation of the marble procedural texture in Maya [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(boolean)
: If true UVWs outside
[
-1;1
]
will wrap back to the valid range.
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(Texture)
(TextureFloat)
(TextureFloat)
V-Ray implementation of the 3dsMax marble procedural texture [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: First color
(Texture)
: Second color
(float)
: Size
(float)
: Vein width
Multiplies the base texture color by the mask value (intensity) [gpuSupport=(full)]
(Texture)
: The base texture
(Texture)
: The mask texture
(boolean)
: true to invert the mask
Applies gamma to the input texture. Gamma is not textured unlike MayaGamma. Doable with TexAColorOp::power. [gpuSupport=(full)]
(Texture)
: The input texture
(float)
: The texture multiplier. Applied before gamma/color_space
(int)
: The color space (0 - linear; 1 - inverse gamma; 2 - sRGB)
(float)
: The gamma value of the texture
Outputs a parameter taken from the hair geometry being shaded. Similar to TexHairSampler, but only provides one output. [gpuSupport=(full)]
(int)
: Specifies the way of blending between the two input color textures. The value means : 0 - position along strand, 1 - random by strand id,2 - Hair color, 3 - Hair opacity, 4 - Hair transparency, 5 - Hair incandescence, 6 - Position along strand absolute, 7 - Position across strand
(int)
: Seed offset
(Texture)
: Color A
(Texture)
: Color B
(TextureFloat)
: Bias
(TextureFloat)
: Max distance
V-Ray implementation of the VRayPointCloudColor texture for 3dsMax [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
V-Ray implementation of the cloth procedural texture in Maya [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(Texture)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(int)
: Render in Maya legacy look, 0 - Non-legacy accurate look, 1 - Legacy look
Applies contrast correction to the input texture [gpuSupport=(full)]
(Texture)
(Texture)
(Texture)
Multiplies a scalar texture with a scalar factor. Doable with TexAColorOp. [gpuSupport=(none)]
(TextureFloat)
(float)
(OutputTextureFloat)
3D texture taking values from a 3D or 2D grid (array) [gpuSupport=(none)]
(int)
: The number of voxels in the x dimension.
(int)
: The number of voxels in the y dimension.
(int)
: The number of voxels in the z dimension.
(List<float>)
: The float grid data, an index into this is computed as follows : idx = size_x
size_y
zidx + size_x*yidx + xidx
(List<Color>)
: The color grid data, an index into this is computed as follows : idx = size_x
size_y
zidx + size_x*yidx + xidx
(int)
: 0 : linear(8 samples, faster, but voxel borders may be visible),1 : quadratic(27 samples, slower, but voxel borders are much less likely to be visible
(Plugin)
: Velocity texture for the first frame. Used to calculate the motion blur.
(float)
: The x dynamic offset of the fluid container.
(float)
: The y dynamic offset of the fluid container.
(float)
: The z dynamic offset of the fluid container.
(List<float>)
: Cell size in the 3 axis
(int)
: Motion blur type, 0-Disabled, 1-Blend, 2-Velocity, 3-Velocity+Blend
(float)
: The frame duration in sec.
(float)
: Converts the current frame number to cache frame number.
Combines two TexMayaFluid{*} textures [gpuSupport=(none)]
(Plugin)
: The first texture. Should support the EXT_MAYA_FLUID_TEXTURE interface.
(Plugin)
: The second texture. Should support the EXT_MAYA_FLUID_TEXTURE interface.
Similar to TexMayaFluid but generates its values procedurally. [gpuSupport=(none)]
(int)
: 0 : constant(1.0); 1 : X gradient; 2 : Y gradient; 3 : Z gradient; 4 : center gradient; 5 : -X gradient; 6 : -Y gradient; 7 : -Z gradient; 8 : sphere; 9 : cube; 10 : cone; 11 : double cone;
(float)
: Since the cube drop-off shape is computed a little differently, we need this here for this particular case.
Transforms a base texture of TexMayaFluid{*} type [gpuSupport=(none)]
(Transform)
: The transformation from object(texture) space to world space.
(Transform)
: The transformation from object(texture) space to world space excluding the dynamic offset from auto-resize.
(Plugin)
: The base texture. Should support the EXT_MAYA_FLUID_TEXTURE interface.
(float)
: Multiplier for the value taken from fluid_tex.
(boolean)
: Is the built-in noise enabled ?
(Texture)
: The fluid's built-in noise.
(TextureFloat)
: Tells how much of the noise should be blended with the grid/gradient values.
(List<float>)
: The size of the fluid container used for noise calculation. In Maya it's the real size scaled by 0.2
(float)
: The x dynamic offset of the fluid container.
(float)
: The y dynamic offset of the fluid container.
(float)
: The z dynamic offset of the fluid container.
Outputs base color when shading hair geometry [gpuSupport=(none)]
Outputs incandescence when shading hair geometry [gpuSupport=(none)]
Outputs the transparency when shading hair geometry. [gpuSupport=(none)]
V-Ray implementation of the Leather procedural texture in Maya [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(boolean)
: If true UVWs outside
[
-1;1
]
will wrap back to the valid range.
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(Color)
(Color)
(float)
(float)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(boolean)
(int)
: Render in Maya legacy look, 0 - Non-legacy accurate look, 1 - Legacy look
V-Ray implementation of the mountain procedural texture in Maya [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(boolean)
: If true UVWs outside
[
-1;1
]
will wrap back to the valid range.
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: rockColor
(Texture)
: snowColor
(float)
: amplitude
(float)
: snow roughness
(float)
: rock roughness
(float)
: boundary
(float)
: snow Altitude
(float)
: snow Dropoff
(float)
: snow Slope
(float)
: depth Max
V-Ray implementation of the solid fractal procedural texture in Maya [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(boolean)
: If true UVWs outside
[
-1;1
]
will wrap back to the valid range.
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(float)
(float)
(float)
(float)
(Texture)
(Texture)
(float)
(boolean)
(boolean)
(float)
(float)
V-Ray implementation of the stucco procedural texture in Maya [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(boolean)
: If true UVWs outside
[
-1;1
]
will wrap back to the valid range.
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(float)
(Texture)
(Texture)
(int)
Shades with the provided per-vertex colors (linearly interpolated) [gpuSupport=(none)]
(List<Color>)
(List<float>)
(List<int>)
Shades with the UVW coordinates of the vertices used as per-vertex colors (linearly interpolated) [gpuSupport=(none)]
(int)
(String)
: Name of the channel to use (it will match one of the channels in GeomStaticMesh::map_channels_names)
(Texture)
Wraps TexMeshVertexColor and adds a default color where no color is available [gpuSupport=(none)]
(Texture)
(Texture)
Linearly blends between two textures using the intensity of mix_map (mix_amount if no texture provided) [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: First color
(Texture)
: Second color
(Texture)
: Mix amount texture
(float)
: Mix amount
(float)
: Transition zone - upper
(float)
: Transition zone - lower
(int)
: If true the blend curve is used
Blends between two textures with lots of possible blend modes [gpuSupport=(full)]
(float)
: The opacity for the foreground layer.
(TextureFloat)
: Opacity mask for the foreground layer. This is multiplied by the opacity parameter but can be a texture.
(int)
: 0:Normal, 1:Average, 2:Add, 3:Subtract, 4:Darken, 5:Multiply, 6:Color burn, 7:Linear burn, 8:Lighten, 9:Screen, 10:Color Dodge, 11:Linear Dodge, 12:Spotlight, 13:Spotlight blend, 14:Overlay, 15:Softlight, 16:Hardlight, 17:Pinlight, 18:Hardmix, 19:Difference, 20:Exclusion, 21:Hue, 22:Saturation, 23:Color, 24:Value
(Texture)
(Texture)
Blends between two float textures with lots of possible blend modes [gpuSupport=(full)]
(float)
: The opacity for the foreground layer.
(TextureFloat)
: Opacity mask for the foreground layer. This is multiplied by the opacity parameter but can be a texture.
(int)
: 0:Normal, 1:Average, 2:Add, 3:Subtract, 4:Darken, 5:Multiply, 6:Color burn, 7:Linear burn, 8:Lighten, 9:Screen, 10:Color Dodge, 11:Linear Dodge, 12:Spotlight, 13:Spotlight blend, 14:Overlay, 15:Softlight, 16:Hardlight, 17:Pinlight, 18:Hardmix, 19:Difference, 20:Exclusion, 21:Hue, 22:Saturation, 23:Color, 24:Value
(TextureFloat)
(TextureFloat)
(Texture)
: If this parameter is not NULL it will be used instead of the 'foreground' parameter.The luminance of the returned color will be used, together with the alpha as a mask.
Implements the Channel Modifier Color Correct texture from Modo [gpuSupport=(none)]
(Texture)
: The input color
(boolean)
(TextureFloat)
: The hue adjustment. This is in degrees.
(TextureFloat)
: The saturation adjustment.
(TextureFloat)
: The value adjustment.
(Texture)
: The color balance adjustment.
(Plugin)
: The curve adjustment - must support the EXT_REMAP_FLOAT_TO_FLOAT interface.
Implements the Channel Modifier Logic texture from Modo. Similar to TexCondition. [gpuSupport=(none)]
(int)
(int)
: Determines what value to return when the result of the operation is 'true'
(int)
: Determines what value to return when the result of the operation is 'false'
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(OutputTextureFloat)
: The result of the logical operation as a float, either 0.0 or 1.0
Converts Modo's diffuse roughness to V-Ray's diffuse roughness [gpuSupport=(none)]
(TextureFloat)
Texture for environment mapping with gradient [gpuSupport=(bake)]
(int)
: 0 : Constant, 1 : 2 Color Gradient, 2 : 4 Color Gradient, 3 : CIE Overcast Sky, 4 : Physically-based Daylight
(Color)
(Color)
(Color)
(Color)
(float)
(float)
(Texture)
: Used when type is 4 (physically-based daylight). Should point to a texture plug-in of type TexSky.
(boolean)
: True to clamp the physical sky brightness.
Outputs only the alpha of the input texture [gpuSupport=(none)]
(Texture)
Pre-multiplies base texture's alpha into the output color and fixes output alpha to 1 [gpuSupport=(none)]
(Texture)
A float texture that implements the Schlick approximation to the Fresnel equations. Outputs reflectivity at the point being shaded. [gpuSupport=(none)]
(TextureFloat)
: Amount of reflection when the viewing and normal vectors are the same.
(TextureFloat)
: How much the Schlick fresnel approximation affects the result. At 0.0, reflectivity_at_normal will be returned for all viewing directions.
(boolean)
: If true, the ior paameter will be used to determine the reflectivity when the viewing and normal vectors are the same. In this case the reflectivity_at_normal parameter is ignored.
(float)
: Used to compute the reflectivity when use_ior is enabled.
Same as TexInvert but the invert operation can be animated [gpuSupport=(none)]
(Texture)
: The texture to be inverted.
(boolean)
: Parameter that enables the inverting to be animated.
Similar to TexInvert but every color channel can be switched between inverted/uninverted [gpuSupport=(none)]
Same as TexInvertFloat but the invert operation can be animated [gpuSupport=(none)]
(TextureFloat)
: The texture to be inverted.
(boolean)
: Parameter that enables the inverting to be animated.
Remaps texture values from (0, 1) to (low, high). Alpha is unaffacted. [gpuSupport=(full)]
(Texture)
: The texture to be remapped. The texture's alpha is unaffected by the remapping.
(float)
: The new value for texture samples equal to 0.
(float)
: The new value for texture samples equal to 1.
(float)
: A simple brightness adjustment.
(float)
: A simple contrast adjustment.
(boolean)
: True to clamp the result.
Chooses the maximum component of 2 input textures and outputs it as grayscale color [gpuSupport=(none)]
(Texture)
(Texture)
Converts a scalar value to a 3-channel color weight for use in BRDFLayered [gpuSupport=(full)]
(float)
(TextureFloat)
Applies bias, gain, hue/saturation/value corrections to a base texture [gpuSupport=(full)]
(Texture)
(float)
(float)
(float)
(float)
(float)
(float)
Applies bias, gain, value corrections to a base scalar texture [gpuSupport=(full)]
(TextureFloat)
(float)
(float)
(float)
Implements the Shader Inputs Ray Type texture from Modo. Has more parameters than TexRaySwitch and outputs float. [gpuSupport=(none)]
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
Converts Modo's reflection roughness to V-Ray's glossiness [gpuSupport=(none)]
(boolean)
(TextureFloat)
Converts Modo's refraction roughness to V-Ray's refraction glossiness [gpuSupport=(none)]
(TextureFloat)
Alternative to TexSampler (with different outputs) used in V-Ray for Modo [gpuSupport=(partial)]
(Transform)
: Locator transformation.
(Plugin)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
(OutputTextureFloat)
Converts Modo's specular roughness to V-Ray's glossiness [gpuSupport=(none)]
(TextureFloat)
Applies a stencil over a base texture [gpuSupport=(none)]
(TextureFloat)
: The base texture.
(TextureFloat)
: The stencil texture. Where stencil_tex is < 0.5 the result color is taken from base_tex, where stencil_tex is >= 0.5 the result is taken from stenciled_value.
(float)
: The result where stencil_tex is >= 0.5 .
Outputs one of the input's color channels into all three RGB channels [gpuSupport=(full)]
(Texture)
: The texture to be swizzled.
(int)
: The swizzling mode. 0 - (RRR1), 1 - (GGG1), 2 - (BBB1), 3 - (AAA1)
Modo-specific texture wrapper. Makes the texture transparent outside the (0;1) UV space. [gpuSupport=(none)]
Outputs forward or backward motion occlusion (according to 'type'). Used for post-processing motion blur or denoising. https://docs.chaos.com/display/VRAY4MAYA/Sampler+Info#SamplerInfo-Attributes [gpuSupport=(none)]
(int)
: Determines what to output as default texture: 0 - backward occlusion, 1 - forward occlusion
(OutputTexture)
: The screen position and occlusion of the shaded point at the start of the motion blur interval.
(OutputTexture)
: The screen position and occlusion of the shaded point at the end of the motion blur interval.
(float)
: Occlusion hits closer than this distance will be ignored for backward and forward motion occlusion
(float)
: Occlusion hits farther than this distance will be fully considered for backward and forward motion occlusion
null
(Plugin)
(int)
Uses a texture from the provided list based on face material ID or object ID or randomized etc. -- see mode parameter [gpuSupport=(full)]
(List<int>)
: A list of material/object IDs
(int)
: The mode for the texture (0 - use face material ID, 1 - use object ID, 12 - random by composite seed, 30 - the ID is taken from the ID generator texture(id_gen_tex)). Modes between 2 and 11 are deprecated in favor of the composite seed usage.
(TextureFloat)
: Used when mode is "Use ID Generator texture"(30). Supports Integer textures as input.
(int)
: How to round the values returned by 'id_gen_tex' when converting them to an integer. When 'interpolate' is enabled, this parameter is ignored and the values are always rounded down.
(boolean)
: Used when mode is "Use ID Generator texture"(30). When enabled, consecutive textures in the texture list are blended with a weight equal to the fractional part of the number returned by id_gen_tex.
(int)
: Whether IDs outside of the ID list range will be wrapped inside the range (using modulo of the ID count)
(int)
: The seed used for the random number generation in random modes
(float)
: Hue random variation
(float)
: Saturation random variation
(float)
: Gamma random variation
(int)
: The composite-seed flags for the texture (1 - random by node handle, 2 - random by render id, 4 - random by node name, 8 - random by particle ID, 16 - random by instance ID, 32 - random by face material ID, 64 - random by object ID, 128 - random by mesh element, 256 - random by user attribute, 512 - random by scene name, 1024 - random by tile)
(String)
: User attribute that serves to override input in user-id mode
(int)
: Random mode override when in user-id mode (0 - random by node handle, 1 - random by render id, 2 - random by node name, 3 - random by particle ID, 4 - random by instance ID, 5 - random by face material ID, 6 - random by object ID, 7 - random by mesh element, 9 - random by scene name.)
(List<Texture>)
: A list of the sub-textures.
(Texture)
: The default texture color
Uses a float texture from the provided list based on face material ID or object ID or randomized etc. -- see mode parameter [gpuSupport=(none)]
(List<int>)
: A list of material/object IDs
(int)
: The mode for the texture (0 - use face material ID, 1 - use object ID, 12 - random by composite seed, 30 - the ID is taken from the ID generator texture(id_gen_tex)). Modes between 2 and 11 are deprecated in favor of the composite seed usage.
(TextureFloat)
: Used when mode is "Use ID Generator texture"(30). Supports Integer textures as input.
(int)
: How to round the values returned by 'id_gen_tex' when converting them to an integer. When 'interpolate' is enabled, this parameter is ignored and the values are always rounded down.
(boolean)
: Used when mode is "Use ID Generator texture"(30). When enabled, consecutive textures in the texture list are blended with a weight equal to the fractional part of the number returned by id_gen_tex.
(int)
: Whether IDs outside of the ID list range will be wrapped inside the range (using modulo of the ID count)
(int)
: The seed used for the random number generation in random modes
(float)
: Hue random variation
(float)
: Saturation random variation
(float)
: Gamma random variation
(int)
: The composite-seed flags for the texture (1 - random by node handle, 2 - random by render id, 4 - random by node name, 8 - random by particle ID, 16 - random by instance ID, 32 - random by face material ID, 64 - random by object ID, 128 - random by mesh element, 256 - random by user attribute, 512 - random by scene name, 1024 - random by tile)
(String)
: User attribute that serves to override input in user-id mode
(int)
: Random mode override when in user-id mode (0 - random by node handle, 1 - random by render id, 2 - random by node name, 3 - random by particle ID, 4 - random by instance ID, 5 - random by face material ID, 6 - random by object ID, 7 - random by mesh element, 9 - random by scene name.)
(List<TextureFloat>)
: A list of the sub-float-textures.
(TextureFloat)
: The default float texture color
Allows you to blend multiple projection textures together into a spherical projection. Pairs of RGB and ZDepth spherical textures are required for this feature to work correctly. The pairs are added as camera projections and need to be linked to the cameras that were used to originally render the textures. [gpuSupport=(none)]
(List<Texture>)
: The spherical projection textures; must be using a UVWGenProjection
(float)
: An offset for the zdepth value to avoid numeric errors
(List<Texture>)
: The z-depth projection textures
Uses a randomly chosen (seeded by material or object ID) texture from the provided list [gpuSupport=(full)]
(List<Texture>)
: A list of the sub-textures.
(List<int>)
: A list of probabilities for the sub-textures.
(int)
: Type of randomization
(int)
: Seed for the randomization
(int)
: Whether to use textures list or the flat color
(float)
: Inverse of gamma, applied in all points
(float)
: Hue applied in all points
(float)
: Saturation applied in all points
(float)
: Inverse of gamma, applied randomly
(float)
: Hue, applied randomly
(float)
: Saturation, applied randomly
(float)
: Inverse of gamma, applied randomly
(float)
: Hue, applied randomly
(float)
: Saturation, applied randomly
(Color)
: Color used for variations instead of textures
V-Ray procedural noise texture [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(boolean)
: If true UVWs outside
[
-1;1
]
will wrap back to the valid range.
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(float)
: amplitude(i+1) = amplitude(i) / persistence
(float)
: amplitude(i+1) = amplitude(i) * amplitude_ratio
(float)
: frequency(i+1) = frequency(i) * frequency_ratio
(float)
: The starting frequency
(float)
: The starting amplitude
(int)
(int)
: 0: just noise(), 1: Perlin noise, 2: inflected Perlin noise, 3: marble (with Perlin)
(float)
(float)
(int)
: 1: inflected, 0: not inflected
(Color)
(Color)
(Texture)
(Texture)
(float)
(float)
(boolean)
(int)
: Two or Three dimensional noise
(float)
: The time of the noise, this will act as a third or fourth dimension to the noise generating function
(TextureFloat)
: Value added to the noise function, noise function values above 1.0 are clamped.
(Texture)
: Scale for the noise UVW coordinates.
(Texture)
: Translation for the noise UVW coordinates.
(TextureFloat)
: Amount of implode performed on the UVW coordinates.
(Texture)
: The center of the implode effect
V-Ray implementation of the 3dsMax procedural noise texture [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: First color
(Texture)
: Second color
(TextureFloat)
: Size
(TextureFloat)
: Phase
(TextureFloat)
: Number of iterations for the fractal generator
(TextureFloat)
: Low threshold
(TextureFloat)
: High threshold
(int)
: Type (0 - regular, 1 - fractal, 2 - turbulence)
V-Ray implementation of the Maya procedural noise texture [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(boolean)
: If true UVWs outside
[
-1;1
]
will wrap back to the valid range.
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Color)
: First color
(Color)
: Second color
(Texture)
: Texture for the first color
(Texture)
: Texture for the second color
(float)
: Texture multiplier for the first color
(float)
: Texture multiplier for the second color
(int)
: Two or Three dimensional noise
(TextureFloat)
: Amplitude is a scaling factor applied to all the values in the texture, centered around the texture's average value. This means that when you increase Amplitude, the light areas get lighter and the dark areas get darker. If the Noise is being used as a bump map, then increasing Amplitude will make the bumps higher and the valleys deeper. If you set Amplitude to a value greater than 1.0, then those parts of the texture that scale out of range will be clipped. On a bump map, this will show up as plateau regions.
(TextureFloat)
: Controls the frequency of the fractal noise. Increase this value to increase the fineness of detail in the fractal.
(TextureFloat)
: Threshold is a number that is added to the whole fractal, making it uniformly brighter. If some parts of the fractal are pushed up out of range (greater than 1.0), then they will be clipped to 1.0. If the Noise is being used as a bump map, this will show up as plateau regions.
(int)
: Controls how much calculation is done by the Noise texture
(TextureFloat)
: Determines the fundamental frequency for the noise. As this value increases the noise becomes more detailed. It has the inverse effect of the scale parameter.
(TextureFloat)
: Determines the relative spacial scale of the noise frequencies. If this ratio is not a whole integer then the fractal will not repeat at the integer uv boundaries.
(boolean)
: If true applies a kink in the noise function. This is useful for creating puffy or bumpy effects. It is equivalent to abs(noise) * 2 - 1
(float)
: Animate the Noise texture. Control the rate and amount of change of the texture.
(int)
: 0 - Perlin Noise; 1 - Billow; 2 - Wave; 3 - Wispy. Determines which noise to use during the fractal iteration.
(TextureFloat)
: Controls how many cells there are imbedded in the medium used by the Billow noise type. At 1.0, the medium is completely packed with cells. Reduce this value to make the cells more sparse. If the texture is being used as a bump map, then low values for Density will make it look like a smooth surface with occasional bumps on it.
(TextureFloat)
: Controls the randomization of the density of the individual cells used by the Billow noise type. When Spottyness is close to 0, all the cells will be the same density. As you increase Spottyness, some cells will be denser or thinner than others, in a random fashion.
(TextureFloat)
: Controls the randomization of the size of the individual blobs used by the Billow noise type. When it is close to 0, all the cells will be the same size. As you increase size_rand, some cells will be smaller than others, in a random fashion.
(TextureFloat)
: Controls how the cells for the Billow noise type are arranged relative to one another. Set randomness to 1.0 to get a realistic random distribution of cells, as would be found in nature. If you set Randomness to 0, all the spots are laid out in a completely regular pattern. This can provide interesting effects when used as a bump map; you can make things like insect eyes, or machine-tooled raspy surfaces.
(int)
: 0 - Linear; 1 - Smooth; 2 - Fast; 3 - Bubble Controls the way intensity falls off for individual blobs for the Billow noise type. Linear is a uniform falloff from the center to a value of zero at the edges of the blobs. Smooth is more natural looking, using a gaussian falloff. Fast focuses the intensity more towards the center of the blobs. Bubble uses a reverse falloff, fading to zero at the blob center.
(int)
: Determines how many waves to generate for the Wave noise type. The larger this number the more random looking and slower the texture.
(TextureFloat)
: Implode warps the noise function in a concentric fashion about a point defined by the implode_center. At a value of zero there is no effect, while at a value of 1.0 it is a spherical projection of the noise function, creating a starburst effect. Negative values can be used to skew the noise outward instead of inward.
(Texture)
: Implode center in UVW coordinates.
(Texture)
: Scale for the noise UVW coordinates.
(Texture)
: Translation for the noise UVW coordinates.
Texture that computes normals to be used as explicit normal maps [gpuSupport=(none)]
(Texture)
: Bump texture
(TextureFloat)
: Bump texture
(float)
: Bump amount
(TextureFloat)
: Bump amount texture
(int)
: The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
(Plugin)
: The uvw generator for the normal map texture when map_type is 1.
(boolean)
: The uvw generator using TextureParametersInterface if "normal_uvwgen" is not set.
(boolean)
: When this is true the TexNormalBump will try to match the Maya bump/normal mapping
(float)
: Scale for sampling the bitmap when map_type is 0. Normally this is tied to the ray differentials, but can be changed if necessary.
(float)
: Multiplier applied to the normal map
(Texture)
: Texture for additional bump effect. This is used only when map_type is not 0 or 5. This param always work with output from the texture bump output (5).
(float)
: Multiplier applied to the additional bump map
(int)
: Type for the additional bump map
(int)
: The units for the bump amount (0 - default scene units; 1 - cm). Only valid if the mode is 0 ("bump map")
(int)
: Mapping method of the B->Z. 0 : B
[
0, 1
]
-> Z
[
0, 1
]
. 1 (default) : B
[
0, 1
]
-> Z
[
-1, 1
]
(float)
: Angle in degrees for clockwise rotation of the normal map. Only valid if map_type is 1 ("normal map in tangent space")
Used to invert the X or Y value of a normal map or to swap the two -- for converting between vector spaces [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: The texture
(boolean)
: true to flip the texture red channel
(boolean)
: true to flip the texture green channel
(boolean)
: true to swap the red and green channels
Texture for sampling Houdini Ocean Spectra volumes [gpuSupport=(none)]
(String)
: Path to the ocean spectra file
(String)
: Path to a VDB volume mask that will override the masks in the spectra file.
(int)
: Sampler type to be used for interpolation of displace values
(int)
: Downsample exponent by which the input ocean spectra will be divided
(float)
: Minimum height of the waves, used to properly color the surface
(float)
: Maximum height of the waves, used to properly color the surface
(Plugin)
: The uvw generator for the texture
(OutputTexture)
: Displacement
(OutputTextureFloat)
: Cusp value
Applies OpenColorIO color correction to a base texture [gpuSupport=(bake)]
(Texture)
(int)
: Operation mode (0 - ColorSpace, 1 - CDL Transform, 2 - File Transform, 3 - LogConvert, 4 - Display, 5 - Look)
(String)
: OCIO configuration file (*.ocio)
(String)
: stored OCIO environment config for slave renders (*.ocio)
(int)
: Config source: 0 - auto (env, stored env for slaves, file, internal), 1 - environment, 2 - file, 3 - internal
(String)
: ColorSpace: input colorspace/role
(String)
: ColorSpace: output colorspace/role
(Color)
: CDLTransform: slope
(Color)
: CDLTransform: offset
(Color)
: CDLTransform: power
(float)
: CDLTransform: saturation
(int)
: CDLTransform: direction (0 - forward, 1 - inverse)
(boolean)
: CDLTransform: true - get slope, offset, power and saturation from the specified file
(String)
: CDLTransform: file (.cc or .ccc)
(String)
: CDLTransform: cccid (if needed)
(String)
: FileTransform: color correction file
(String)
: FileTransform: cccid (if needed)
(int)
: FileTransform: direction (0 - forward, 1 - inverse)
(int)
: FileTransform: interpolation (0 - nearest, 1 - linear, 2 - tetrahedral, 3 - best)
(int)
: LogConvert: operation (0 - log to lin, 1 - lin to log)
(String)
: Display: input colorspace/role
(String)
: Display: device
(String)
: Display: view transform
(String)
: Look: input colorspace/role
(String)
: Look: looks
(String)
: Look: output colorspace/role
(int)
: Look: direction (0 - forward, 1 - inverse)
(int)
: Look: ignore errors
(List<String>)
: List of context key names
(List<String>)
: List of context values
(int)
: This parameter is currently ignored. Input/Output type: 0 - use colorspaces, 1 - use roles
null
(String)
: The path to the OpenVDB file
(List<int>)
: If "file" is missing, read the vdb data from a memory stream.
(String)
: The name of the OpenVDB grid to render.
(String)
: The name of the OpenVDB velocity grid to use for motion blur.
(boolean)
: If true, delay load the OpenVDB voxels until requested.
(int)
: The grid interpolation sampler (0:linear, 1:quadratic: 2:none).
(Plugin)
: The uvw generator for the texture
(boolean)
: whther to ignore the uvw generator and use world mapping.
(float)
: Texture multiplier for float data.
(AColor)
: Texture multiplier for vector data.
Texture using a description from an .osl/.oso shader definition file [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(String)
: Path to either
.osl or
.oso file
(List<Object>)
: Input parameter values in the order and type declared by the OSL shader. Each odd position of the list is a parameter name and the even position after it is the value.
(String)
: Name of the color output parameter as declared in the OSL shader
(String)
: Name of the alpha output parameter as declared in the OSL shader
(String)
: Alternative include directory
(int)
: 0 - load an external shader file, 1 - load an embedded OSL shader, 2 - load an embedded OSO shader
(String)
: OSL or OSO source code in Base64 representation.
(int)
: 0 - does not manage an OSL shader group, 1 - manages a separate shader group.A node should be a graph owner if there is at least one non-OSL node that it is connected to.If a node is a graph owner it takes care of the building of the graph itself and providing outputs to any TexOSLOutputSelector that it is connected to.
(int)
: 0 - do not flip textures, 1 - flip textures along the Y axis (for compatibility with 3ds Max)
(int)
: 0 - this OSL CANNOT be used as a camera shader, 1 - this OSL can ONLY be used as a camera shader
Wraps a TexOSL to select by index which output color to use. Useful for taking several outputs from one TexOSL. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: OSL texture to evaluate
(int)
: The zero-based index of the OSL output channel to evaluate.
(String)
: The name of the OSL output channel to evaluate. This parameter is taken into account if the output_channel_index is not specified (it is -1).
Performs adjustments to a texture's value - multiplication, offset, inversion, clamping, etc. - in the same order as the 3dsMax Output texture [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: The texture
(float)
: Bump amount if the texture is used for bump mapping
(Texture)
: A multiplier for the output AColor
(boolean)
: Clamp the output in
[
0.0,1.0
]
range
(boolean)
: True if we have mono output in which case the color offset should not be multiplied by the alpha.
Provides per-particle colors using data from the particle geometry source [gpuSupport=(none)]
Outputs per-partice ID integer taken from the particle geometry source [gpuSupport=(none)]
Provides multiple per-particle output parameters using data from the particle geometry source [gpuSupport=(none)]
(OutputTexture)
: Per-particle color.
(OutputTexture)
: Per-particle emission/incandescence.
(OutputTexture)
: Per-particle acceleration.
(OutputTexture)
: Per-particle velocity in world space.
(OutputTexture)
: Per-particle user color 1.
(OutputTexture)
: Per-particle user color 2.
(OutputTexture)
: Per-particle user color 3.
(OutputTexture)
: Per-particle user color 4.
(OutputTexture)
: Per-particle user color 5.
(OutputTextureFloat)
: Per-particle age.
(OutputTextureFloat)
: Per-particle lifespan.
(OutputTextureFloat)
: Per-particle opacity.
(OutputTextureFloat)
: Per-particle user scalar 1.
(OutputTextureFloat)
: Per-particle user scalar 2.
(OutputTextureFloat)
: Per-particle user scalar 3.
(OutputTextureFloat)
: Per-particle user scalar 4.
(OutputTextureFloat)
: Per-particle user scalar 5.
(Texture)
Deprecated. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: Color texture, the particles'color
(int)
: Falloff Type - None(0), Linear(1), Square(2), Smooth(3), Cubic(4), Gaussian(5), User-defined(6)
(float)
(float)
(int)
(int)
(int)
(int)
(float)
(float)
(float)
(float)
(int)
: Shape - None(0), Step(1), Sine(2), Star3), Beam(4), Symmetry(5), Noise(6), Turbulence(7), Fractal(8)
(float)
(float)
(int)
(int)
(int)
(int)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(int)
An ID generator texture based on string pattern matching.gpuSupport=(partial)
(String)
: User attribute name of type string.
(List<String>)
: A list of string patterns to match.
(List<int>)
: A list of respective patterns IDs. If emtpy or not set - pattern list index is used.
(boolean)
: Use path from scene_name instead of user attribute.
Deprecated. [gpuSupport=(none)]
(List<Color>)
: Colors for each vertex the hair. Each values should match a vertex from the hair geometry.
Performs add/sub/avg operation on a list of 1d, 2d or 3d textures [gpuSupport=(full)]
(int)
: 0 - No operation; 1 - Sum; 2 - Subtract from first; 3 - Average
(List<TextureFloat>)
(List<Texture>)
(List<Texture>)
(OutputTextureFloat)
(OutputTexture)
(OutputTexture)
Texture using a PTex file. Unlike normal bitmaps this doesn't require UVs. [gpuSupport=(none)]
(String)
: The Ptex texture file
(boolean)
(int)
(int)
(int)
(float)
(int)
: Image file list (IFL) end condition: 0 - Loop; 1 - Ping Pong; 2 - Hold;
(int)
: Type of filter used for the texture
(float)
: width parameter used for filtering
(float)
: blur parameter used for filtering
(float)
: Sharpness parameter for the general bicubic filter
(boolean)
: Interpolation between mipmap levels
(boolean)
: Allow anisotropic texture filtering
(boolean)
: Reverses the order of vertices
(int)
: The size of the texture cache(in MB)
(boolean)
: Use automatic color channel selection.
(int)
: The index of the channel which will be used as a red channel.
(int)
: The index of the channel which will be used as a green channel.
(int)
: The index of the channel which will be used as a blue channel.
(boolean)
: Use automatic alpha channel selection.
(int)
: The index of the channel which will be used as a alpha channel.
(int)
: Where to take the alpha from.
(int)
: 0 - linear, 1 - gamma corrected, 2 - sRGB
(float)
(List<Vector>)
(List<int>)
(List<int>)
(List<int>)
(OutputTexture)
: The final texture color
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
Interpolates textures in the provided list. Each texture has a 'position' along the ramp. The 'type' parameter defines how these positions map to UV space (linear, circular, etc.) [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(List<TextureFloat>)
: Positions of the given colors (see 'colors' param) along a 1D axis or 2D plane according to 'type'
(List<Texture>)
: The given colors for their corresponding positions (see 'positions' param)
(int)
: 0:V, 1:U, 2:(U+V)/2, 3:radial, 4:circular, 5:box, 6:UV, 7:four corner, 8:tartan
(int)
: 0:none, 1:linear, 2:expUp, 3:expDown, 4:smooth, 5:bump, 6:spike
(List<float>)
: Bias values to each position value in the range
[
0..1
]
. Each bias value modifies the middle point of the interpolation between its corresponding position and the next one. Value of 0.5 means there will be no bias of the interpolation for the current position, a value of 0.0 will make the middle point equivalent to the corresponding position and a value of 1.0 will make the middle point equivalent with the next position. This parameter is optional and no bias will be applied if it is missing.
(float)
: Sine wave offset in the u direction
(float)
: Sine wave offset in the v direction
(float)
: Distortion noise amount
(float)
: Distortion noise frequency
(float)
: Hue noise amount
(float)
: Hue noise frequency
(float)
: Saturation noise amount
(float)
: Saturation noise frequency
(float)
: Value noise amount
(float)
: Value noise frequency
A texture for generating random values. [gpuSupport=(full)]
(int)
: Random seed. Mixed with color_seed or float_seed.
(Texture)
: Each color component at the shading point affects seed.
(TextureFloat)
: Float value at the shading point affects seed.
(float)
: Random value range minimum value.
(float)
: Random value range maximum value.
(OutputTexture)
: The resulting random color.
(OutputTextureFloat)
: The resulting random value.
Chooses between a default, shadow, GI, reflection or refraction texture based on the type of ray [gpuSupport=(none)]
(Texture)
: This texture is used if texture is not set for specific ray type or if the ray type is unknown.
(Texture)
: This texture is used for shadow rays.
(Texture)
: This texture is used for GI rays.
(Texture)
: This texture is used for reflection rays.
(Texture)
: This texture is used for refraction rays.
Maps input floats or colors to new values using control points and interpolation. Color mapping can be in HSV space. [gpuSupport=(partial)]
(int)
: Type of conversion: 0:RemapValue, 1:RemapColor, 2:RemapHSV.
(TextureFloat)
: Used for type=0. Result is out
value or out_color with float
or color_
parameters respectively
(Texture)
: Used for type=1 and type=2. Result is out_color (or the default output)
(float)
: Exponent e=(1-bias)/(1+bias) applied to input_value
(TextureFloat)
: Texture override for input_bias
(float)
: Rescaling parameter for both input_value and input_color components. The formula is (x-input_min)/(input_max-input_min)
(TextureFloat)
: Texture override for input_min
(float)
: Rescaling parameter for both input_value and input_color components. The formula is (x-input_min)/(input_max-input_min)
(TextureFloat)
: Texture override for input_max
(float)
: Output values and colors are rescaled linearly to fit between output_min and output_max
(float)
: Output values and colors are rescaled linearly to fit between output_min and output_max
(List<TextureFloat>)
: Key input values
(List<TextureFloat>)
: Output float values the key values should map to
(List<int>)
: Interpolation types for each key of the floats (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
(List<float>)
: Tangents for input float values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
(List<TextureFloat>)
: Key input values (equal for all color channels)
(List<Texture>)
: Output color values the key values should map to
(List<int>)
: Interpolation types for each key of the colors (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
(List<float>)
: Tangents for input color values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
(List<TextureFloat>)
: Key input values for the red channel
(List<TextureFloat>)
: Output float values the key values should map to for the red channel
(List<int>)
: Interpolation types for each key of the red channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
(List<float>)
: Tangents for input red values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
(List<TextureFloat>)
: Key input values for the green channel
(List<TextureFloat>)
: Output float values the key values should map to for the green channel
(List<int>)
: Interpolation types for each key of the green channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
(List<float>)
: Tangents for input green values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
(List<TextureFloat>)
: Key input values for the blue channel
(List<TextureFloat>)
: Output float values the key values should map to for the blue channel
(List<int>)
: Interpolation types for each key of the blue channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
(List<float>)
: Tangents for input blue values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
(List<TextureFloat>)
: Key input values for the hue channel
(List<TextureFloat>)
: Output float values the key values should map to for the hue channel
(List<int>)
: Interpolation types for each key of the hue channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
(List<float>)
: Tangents for input hue values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
(List<TextureFloat>)
: Key input values for the saturation channel
(List<TextureFloat>)
: Output float values the key values should map to for the saturation channel
(List<int>)
: Interpolation types for each key of the saturation channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
(List<float>)
: Tangents for input saturation values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
(List<TextureFloat>)
: Key input values for the value channel
(List<TextureFloat>)
: Output float values the key values should map to for the value channel
(List<int>)
: Interpolation types for each key of the value channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
(List<float>)
: Tangents for input value channel values. Each position should have 4 values in the following order: left_x, left_y, right_x, right_y. Considered only for interpolation type 4.
(boolean)
: If true, the resulting alpha is the color intensity; otherwise the alpha is taken from the colors
(OutputTextureFloat)
: The output float value, depending on input
value and float
* params
(OutputTexture)
: The output color, depending on input
value & color
* params or input_color & rgb/hsv params, according to 'type'. This is equivalent to the default output.
Remaps a value in the 0.0-1.0 range to another range [gpuSupport=(none)]
(TextureFloat)
: Value to remap
(float)
: Low boundary
(float)
: High boundary
Deprecated. Use another hair texture. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: Defines the main diffuse color of the hair strand's tips.
(Texture)
: Defines a secondary diffuse color for the hair strand's tips. This provides an alternate color that gets added to random hair strands.
(Texture)
: Defines the diffuse color of the hair roots
(TextureFloat)
: A value of 0 is mostly Tip and 1 is mostly Root
(TextureFloat)
: Distance along the hair strand where the intersection occurred, in the
[
0,1
]
range.
(TextureFloat)
: Random by the hair strand where the intersection occurred, in the
[
0,1
]
range.
(TextureFloat)
: The probability ratio between a and b textures
Deprecated. Use Float3ToAColor. [gpuSupport=(none)]
(TextureFloat)
: Red channel input
(TextureFloat)
: Green channel input
(TextureFloat)
: Blue channel input
(TextureFloat)
: Alpha channel input
Deprecated. [gpuSupport=(none)]
(Texture)
: Color RGBA input texture
(OutputTexture)
: The RGB values with alpha set to 1.0
(OutputTexture)
: The combined RGB and alpha
(OutputTextureFloat)
: The input's alpha only
Multiplies two color textures [gpuSupport=(full)]
(Texture)
: The first texture
(Texture)
: The second texture
(int)
: Alpha mode (0 - from color_a, 1 - from color_b, 2 - multiply
Tints the input color [gpuSupport=(none)]
(Texture)
: The texture
(Color)
: The red color
(Color)
: The green color
(Color)
: The blue color
Converts the input texture from RGB to HSV color space [gpuSupport=(full)]
(Texture)
: Input RGB color
(OutputTexture)
V-Ray implementation of the rock procedural texture in Maya [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(boolean)
: If true UVWs outside
[
-1;1
]
will wrap back to the valid range.
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(float)
(float)
(float)
Provides over 40 output parameters with information taken from the sampled point (e.g. position, UV coordinates, etc.) [gpuSupport=(partial)]
(OutputTextureVector)
: The shading point in world space
(OutputTextureVector)
: The shading point in reference space
(OutputTextureVector)
: The shading point in object space
(OutputTextureVector)
: The shading point in camera space
(OutputTextureVector)
: The shading point in relative space
(OutputTextureVector)
: The smooth normal in world space
(OutputTextureVector)
: The smooth normal in reference space
(OutputTextureVector)
: The smooth normal in camera space
(OutputTextureVector)
: The smooth normal in object space
(OutputTextureVector)
: The smooth normal in relative space
(OutputTextureVector)
: The smooth reflection vector in world space
(OutputTextureVector)
: The smooth reflection vector in object space
(OutputTextureVector)
: The smooth reflection vector in camera space
(OutputTextureVector)
: The smooth reflection vector in relative space
(OutputTextureVector)
: The smooth refraction vector in world space
(OutputTextureVector)
: The smooth refraction vector in object space
(OutputTextureVector)
: The smooth refraction vector in camera space
(OutputTextureVector)
: The smooth refraction vector in relative space
(OutputTextureVector)
: The bump normal in world space
(OutputTextureVector)
: The bump map normal in camera space
(OutputTextureVector)
: The bump map normal in object space
(OutputTextureVector)
: The bump map normal in relative space
(OutputTextureVector)
: The geometric normal in world space
(OutputTextureTransform)
: The transformation from camera to world space
(OutputTextureVector)
: The viewing direction
(OutputTextureFloat)
: The current frame (image) time
(OutputTextureFloat)
: The ray time within the motion blur interval
(OutputTextureFloat)
: The number of frames offset from the current frame when rendering long motion blur intervals, whole number.
(OutputTextureFloat)
: The cosine of the angle between the normal and the viewing direction
(OutputTextureInt)
: The surface material id, if the surface supports it
(OutputTextureFloat)
: Zero if the face is front facing and one if it is backfacing the camera
(OutputTextureFloat)
: The camera near clipping plane, calculated from the scene bounding box and the camera transform in the frame data.
(OutputTextureFloat)
: The camera far clipping plane, calculated from the scene bounding box and the camera transform in the frame data.
(OutputTextureVector)
: The uvw coordinates of the point being shaded. These are the coordinates of channel 0.
(OutputTextureVector)
: The clamped uvw coordinates of the point being shaded. These are the coordinates of channel 0.
(OutputTextureVector)
: The tiled uvw coordinates of the point being shaded. These are the coordinates of channel 0.
(OutputTextureVector)
: The viewing direction in camera space. Used for the samplerInfo node in Maya.
(OutputTextureVector)
: The current sample image coordinates. Used for the samplerInfo node in Maya.
(OutputTextureVector)
: The U axis of the currently shaded point's UVW space, transformed in camera space.
(OutputTextureVector)
: The V axis of the currently shaded point's UVW space, transformed in camera space.
(OutputTextureVector)
: The U axis of the currently shaded point's UVW space, transformed in object space.
(OutputTextureVector)
: The V axis of the currently shaded point's UVW space, transformed in object space.
(OutputTextureVector)
: The U axis of the currently shaded point's UVW space, transformed in world space.
(OutputTextureVector)
: The V axis of the currently shaded point's UVW space, transformed in world space.
(OutputTextureFloat)
: The ray depth.
(OutputTextureFloat)
: The path length.
(OutputTextureFloat)
: The transparency level.
(OutputTextureInt)
: The object ID of the hit object
(OutputTextureInt)
: The object ID of the parent object
(OutputTextureInt)
: The instance ID of the hit object
(OutputTextureVector)
: The velocity at the intersection point, in scene units per frame, in world space
(OutputTextureFloat)
: The speed (the magnitude of the velocity) at the intersection point, in scene units per frame
(OutputTextureFloat)
: Random value based on RenderID of the object
(OutputTextureFloat)
: Random value based on the polygon shell (connected mesh component) the current face belongs to.
(OutputTextureFloat)
: Random value based on scene name of the object
(OutputTextureFloat)
: Random value based on various instance identifiers (instance index, particle index, etc). Same as random_by_renderID, but without mixing with Render ID.
(String)
: The name of the uv channel that should be used.
(int)
: The index of the uv channel that should be used in case there is no uv set name
(float)
: Index of refraction of the object.
(Transform)
: The relative coordinate system to use.
(OutputTextureVector)
: Used for dev debug only (users don't need this).This is the position of the GPU voxel for the GPU adaptive lights
(OutputTextureInt)
: Index of triangle face hit by ray (-1 if not applicable)
(OutputTextureVector)
: Barycentric coordinates of ray intersection point (0,0,0 if not applicable)
(String)
: Attribute name to use for reference vertices.
(String)
: Attribute name to use for reference normals.
(boolean)
: If true parameters having User Attribute overrides will be using the overrides.
Applies bezier correction curves to the input float texture [gpuSupport=(full)]
(TextureFloat)
: The value from this texture is controlled by the profile curve.
(List<float>)
: Quadruplets of 2d vectors (two floats) for each bezier segment.
Deprecated. [gpuSupport=(none)]
(TextureFloat)
: The value used in the operation.
(TextureFloat)
: The factor to be used in the operation.
(int)
: The operation: 0=Exponential, 1=Logarithm, 2=Bias, 3=Gain
Deprecated. [gpuSupport=(none)]
(List<float>)
: The scalars at the root of each hair strand.
Deprecated. Use TexFloatOp [gpuSupport=(bake)]
(int)
: Operation: Add(), Subtract(), Multiply(), Divide(), Minimum(), Maximum()
(TextureFloat)
: The first scalar input
(TextureFloat)
: The second scalar input
(float)
: Specifies the maximum displacement value. If the displacement value is higher than the Max Displacement value, displacement will be clipped
A V-Ray implementation of the ScatterSurfaceColor texture. Randomly chooses from a list of textures for each instance. [gpuSupport=(partial)]
(int)
: Source(0 - Surface diffuse/base map(s); 1 - Custom map
(Texture)
: Custom shading map, used when source=1
(List<Texture>)
: Distribution surfaces maps, used when source=0
(List<int>)
: Distribution surface map IDs, used when source=0
(List<Plugin>)
: Distribution surface nodes
(List<int>)
: Distribution surface node IDs
(float)
: Hue randomness %
(float)
: Gamma randomness %
(int)
: A non-zero number - indicates the source map is presampled in channel with the given number and zero - indicates the source should be sampled at render time
Remaps the input texture from some old range to a new range of values. The ranges can be textured. [gpuSupport=(full)]
(Texture)
(Texture)
(Texture)
(Texture)
(Texture)
(OutputTexture)
Implements the Maya simplex noise procedural texture [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(float)
(int)
(int)
(TextureFloat)
(TextureFloat)
(TextureFloat)
Texture connected to a SunLight for use as environment map. [gpuSupport=(bake)]
(float)
: Use to control the brightness of the Sun
(Transform)
: The transformation of the Sun target point. Used only for photon mapping.
(float)
: Determines the amount of dust in the air and affects the color of the sun and sky. Smaller values produce a clear/blue sky, larger values yellow and orange
(float)
: Affects the color of the sun light (between 0.0 and 1.0). Smaller values make the sunlight more yellow, larger values make it blue
(float)
: Controls the visible size of the sun. Affects the appearance of the sun disc as seen by the camera and reflections, as well as the blurriness of the sun shadows
(int)
: Selects the procedural model used to simulate the TexSky texture (0 - Preetham, 1 - CIE Clear, 2 - Overcast, 3 - Hosek, 4 - PRG Clear Sky, 5 - PRG Clear Sky New)
(float)
: Specifies the intensity (in lx) of the illumination on horizontal surfaces coming from the sky. Used by CIE models.
(float)
: Specifies the observer altitude which affects the sky and horizon appearance. Used by the PRG Clear Sky New model.
(int)
: This option affects the way the color in the Filter color parameter affects the color of the sun (0 - Filter, 1 - Direct, 2 - Override)
(Color)
: Sunlight color. Used to add user control to light color definition
(Color)
: Reflective property of the "ground". Affects sky-dome brightness and color
(float)
: The angle (in degrees) (up from the horizon) where the sky starts to blend with the ground albedo. Values close to 0.0 produce a sharper horizon line, while larger values produce a softer horizon line.
(float)
: Horizon offset under the sky-dome. Allows the user to manually lower the horizon line.
(float)
: Controls the amount of water vapor in the atmosphere which affects the sky color.
(Vector)
: Specifies an up vector different from the one for the scene (SettingsUnitsInfo::scene_upDir).
(Transform)
: The transformation of the Sun. Only the rotation determines its position in the sky. The translation is used only for photon mapping.
(boolean)
: When on, this option makes the sun invisible, both to the camera and to reflections
(Plugin)
: If specified, all parameters are taken from the sun; otherwise, the sky parameters are used
(int)
: Use only the direction of the specified sun (don't inherit all other parameters)
V-Ray implementation of the 3dsMax smoke procedural texture [gpuSupport=(full)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: First color
(Texture)
: Second color
(float)
: Size
(int)
: Iterations
(float)
: Phase
(float)
: Exponent
V-Ray implementation of the snow procedural texture in Maya [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(boolean)
: If true UVWs outside
[
-1;1
]
will wrap back to the valid range.
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(TextureFloat)
(TextureFloat)
(TextureFloat)
Procedural texture for use with LightRectangle to reproduce softbox lighting [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Color)
: Base color
(boolean)
: Turn on base texture
(Texture)
: Base texture
(boolean)
: Turn on base tint
(Color)
: Base tint color
(float)
: Base tint strength
(float)
: Base multiplier
(float)
: Base gamma
(boolean)
: Turn on hot/dark spots
(float)
: Spots multiplier
(int)
: Spots mode
(boolean)
: Turn on spots tint
(Color)
: Spots tint color
(float)
: Spots tint strength
(float)
: Spots u offset
(float)
: Spots u tiling
(boolean)
: Turn on spots u tiling
(float)
: Spots v offset
(float)
: Spots v tiling
(boolean)
: Turn on v tiling
(float)
: Fading outer radius
(float)
: Fading inner radius
(float)
: Fading softness
(boolean)
: Turn on vertical gradient
(boolean)
: Flip vertical gradient
(List<Object>)
: Vertical gradient positions
(List<Texture>)
: Vertical gradient colors
(Plugin)
: The V Vignette gradient.
(boolean)
: Turn on horizontal gradient
(boolean)
: Flip horizontal gradient
(List<Object>)
: Horizontal gradient positions
(List<Texture>)
: Horizontal gradient colors
(Plugin)
: The U Vignette gradient.
(boolean)
: Turn on radial gradient
(boolean)
: Flip radial gradient
(List<Object>)
: Radial gradient positions
(List<Texture>)
: Radial gradient colors
(Plugin)
: The Radial Vignette gradient.
(boolean)
: Turn on frame
(boolean)
: Flip frame
(List<Object>)
: Frame positions
(List<Texture>)
: Frame colors
(Plugin)
: The Frame Vignette gradient.
(boolean)
: Turn on frame tint
(Color)
: Frame tint color
(float)
: Frame tint strength
(float)
: Frame noise amount
(float)
: Frame noise size
(float)
: Frame noise phase
(boolean)
: Turn on frame fractal noise
(int)
: Frame noise levels
V-Ray implementation of the 3dsMax speckle procedural texture [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: First color
(Texture)
: Second color
(float)
: Size
V-Ray implementation of the 3dsMax splat procedural texture [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: First color
(Texture)
: Second color
(float)
: Size
(int)
: Number of iterations for the fractal generator
(float)
: Threshold
(float)
: Transition smoothing
Masks parts of the input texture using the 'mask' texture or a color key [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: The texture that is used as a stencil
(TextureFloat)
: Represents the Stencil's transparency
(boolean)
: If true, selects the areas in the texture similar to or equal to the Color Key and masks them out
(boolean)
: If true, inverts the Chroma Key mask(only the colors specified in the Color Key and HSV Range are displayed)
(Texture)
: The color to be masked in the texture
(TextureFloat)
: The range of hues centered on the Color Key color which are also masked
(TextureFloat)
: The range of saturations centered on the Color Key color which are also masked
(TextureFloat)
: The range of values centered on the Color Key color which are also masked
(Texture)
: Represents the texture that is underneath
(float)
: Controls the sharpness of the texture edges.
(Plugin)
: UVWGen from which the uvw coordinates will be taken
V-Ray implementation of the 3dsMax stucco procedural texture [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: First color
(Texture)
: Second color
(float)
: Size
(float)
: Thickness
(float)
: Threshold
Samples lighting at the point that is being shaded [gpuSupport=(none)]
(int)
: 0: no luminance, 1: direct light, 2: diffuse light, 3: direct+diffuse light, 4: matte shadow
(int)
: Samples for diffuse lighting
(boolean)
: If true, the direct light will contribute to the GI calculations. This have visual effect only if the texture is used for diffuse calculation.
(OutputTextureFloat)
(OutputTexture)
Deprecated. [gpuSupport=(bake)]
(int)
: Incidence mode
(float)
: Controls the contrast between dark and light areas of shading
(float)
: Controls the brightness of the effect
(Vector)
: custom vector
(int)
: Invert if enabled
(int)
: Range (0 - 0 to 90 degrees, 1 - 0 to 180 degrees)
V-Ray implementation of the 3dsMax swirl procedural texture [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: First color
(Texture)
: Second color
(float)
: Swirl Intensity
(float)
: Color Contrast
(float)
: Swirl Amount
(int)
: Constant Detail
(float)
: Center Position X
(float)
: Center Position Y
(float)
: Random Seed
(float)
: Twist
Chooses from a list of other color textures based on which scene object is being shaded [gpuSupport=(none)]
(List<Plugin>)
(List<Texture>)
(Texture)
Chooses from a list of other float textures based on which scene object is being shaded [gpuSupport=(none)]
(List<Plugin>)
(List<TextureFloat>)
(TextureFloat)
Chooses from a list of other integer textures based on which scene object is being shaded [gpuSupport=(none)]
(List<Plugin>)
(List<int>)
(int)
Chooses from a list of other matrix textures based on which scene object is being shaded [gpuSupport=(none)]
(List<Plugin>)
(List<TextureMatrix>)
(TextureMatrix)
Chooses from a list of other transform textures based on which scene object is being shaded [gpuSupport=(none)]
(List<Plugin>)
(List<TextureTransform>)
(TextureTransform)
Maps a temperature floating point input to respective black body radiation color (remember to set color_mode=1) [gpuSupport=(partial)]
(int)
: Output mode: 0 - from color; 1 - from temperature mode.
(TextureFloat)
: Temperature in Kelvins.
(Color)
: Color.
(float)
: Color multiplier.
(float)
: Alpha color channel.
(float)
: Gamma correction value.
Multiplies the temperature by the input texture intensity and converts that to a black body radiation color [gpuSupport=(full)]
(Texture)
(float)
(OutputTexture)
Outputs the thickness of the shaded object at this point as grayscale color value. Uses raytracing. [gpuSupport=(none)]
(float)
: The object thickness is multiplied by this value to get the texture color.
An implementation of the Thin Film map [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
V-Ray implementation of the 3dsMax tiles procedural texture [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(int)
: Tiles pattern: 0-Custom Tiles, 1-Running Bond, 2-Common Flemish Bond, 3-English Bond, 4-1/2 Running Bond, 5-Stack Bond, 6-Fine Running Bond, 7-Fine Stack Bond
(Texture)
: Mortar color
(Texture)
: Tiles color
(float)
: Tiles horizontal count
(float)
: Tiles vertical count
(float)
: Color variance
(float)
: Fade variance
(float)
: Horizontal gap between tiles
(float)
: Vertical gap between tiles
(int)
: Holes
(float)
: Edge roughness
(int)
: Random seed
(float)
: Line shift
(float)
: Random shift
(boolean)
: if true - custom row parameters
(int)
: every per_row row is modified by corresponding change value
(float)
: row change value modifying the number of tiles in affected rows
(boolean)
: if true - custom column parameters
(int)
: every per_column column is modified by corresponding change value
(float)
: column change value modifying the number of tiles in affected columns
Converts input texture to a vector texturegpuSupport=(none)
(Plugin)
: Input texture (integer, float or color).
Uses triplanar mapping of 3 textures for the X/Y/Z axis for texturing without UV data [gpuSupport=(full)]
(int)
: Specifies whether to use the same texture on all axes, or separate textures for each axis, or separate texture for each axis in each direction.
(Texture)
: The base texture, or the texture for the X axis if texture mode is set to different textures.
(Texture)
: The texture for the Y axis.
(Texture)
: The texture for the Z axis.
(Texture)
: The texture for the negative X axis.
(Texture)
: The texture for the negative Y axis.
(Texture)
: The texture for the negative Z axis.
(TextureFloat)
: Adjust the size of the texture in scene units.
(TextureFloat)
: Scale of the texture; larger values increase the number of texture repeats, lower values make the texture larger.
(float)
: Amount of blending at the plane seams.
(TextureVector)
: Offset from the reference frame center (object or reference node).
(Vector)
: Texture rotations for the three axes, in degrees, in texture space.
(TextureVector)
: Texture rotations for the three axes in texture space, from 0.0 to 1.0.
(boolean)
: Randomize the texture offset in texture space.
(boolean)
: Randomize the texture rotation from one object to another, in texture space. The "texture rotation" parameter, if non-zero, is used as increments for the rotation.
(boolean)
: Randomly permute the axes.
(boolean)
: Random frame rotation (in object or reference space).
(int)
: Specifies what to use to randomize the offset/rotation.
(String)
: User attribute source for the "By user attribute" random mode
(int)
: The space that the projection takes place in, either local object space, or some other object in the scene. If the space is set to reference object(Node), but no object is specified, world space is used.
(Transform)
: The reference object's world transform, when the reference space is set to reference object(Node). If this parameter is missing, world space is used.
(int)
: Blending method
(boolean)
: If enabled, calculate the texture based on the displaced surface. Otherwise use the original. Does nothing when not using displacement.
(Texture)
: Texture to be used as reference vertices. Usually TexUserColor sampling geometry map channel.
(Texture)
: Texture to be used as reference normals. Usually TexUserColor sampling geometry map channel.
(OutputTextureFloat)
: The resulting intensity
Outputs a color taken from a Node::user_attributes parameter or from a geometry's UVW mapping channel [gpuSupport=(partial)]
(int)
: User attribute lookup priority - 0 for map channel, 1 for user attribute
(int)
: Compatibility mode (0 - Default (Maya); 1 - Houdini).Currently affects the shading of some application specific attributes (P, N for Houdini).
(Texture)
: Default color when the attribute is not found
(String)
: User attribute name of type color or float; OR name of mapping channel
(OutputTexture)
Outputs an integer taken from a Node::user_attributes parameter or from a geometry's UVW mapping channel (suffix .x/.y/.z to select component) [gpuSupport=(partial)]
(int)
: User attribute lookup priority - 0 for map channel, 1 for user attribute
(int)
: Compatibility mode (0 - Default (Maya); 1 - Houdini).Currently affects the shading of some application specific attributes (P, N for Houdini).
(TextureInt)
: Default value if the attribute is not found
(String)
: User attribute name of type float or color; OR name of mapping channel
(OutputTextureFloat)
Outputs a scalar taken from a Node::user_attributes parameter or from a geometry's UVW mapping channel (suffix .x/.y/.z to select component) [gpuSupport=(partial)]
(int)
: User attribute lookup priority - 0 for map channel, 1 for user attribute
(int)
: Compatibility mode (0 - Default (Maya); 1 - Houdini).Currently affects the shading of some application specific attributes (P, N for Houdini).
(TextureFloat)
: Default value if the attribute is not found
(String)
: User attribute name of type float or color; OR name of mapping channel
(OutputTextureFloat)
Outputs the UVW from a UVWGen plugin as RGB color [gpuSupport=(full)]
(Plugin)
: The uvw space that will be displayed as RGB
(int)
: Specifies which component to show (0 - all, 1 - u, 2 - v, 3 - w)
Converts UVW coordinates provided from a UVWGen plugin to color. Same as TexUVW. [gpuSupport=(full)]
(Plugin)
Performs arithmetic operation between the two input textures. Default output operation is defined by 'mode'. Additional output parameters are also provided. [gpuSupport=(none)]
(TextureVector)
: The first vector
(TextureVector)
: The second vector
(TextureFloat)
: Multiplier for the first vector
(TextureFloat)
: Multiplier for the second vector
(OutputTextureFloat)
: The dot product
(OutputTextureVector)
: The cross product
(OutputTextureVector)
: The sum
(OutputTextureVector)
: The difference
(OutputTextureVector)
: The first vector times the first multiplier
(OutputTextureVector)
: The second vector times the second multiplier
(OutputTextureFloat)
: The x-component of the first vector
(OutputTextureFloat)
: The y-component of the first vector
(OutputTextureFloat)
: The z-component of the first vector
Performas a vector operation between two textures like TexVectorOp, but the inputs and output are colors [gpuSupport=(none)]
(int)
: Operation (0 - No operation, 1 - Dot Product, 2 - Cross Product, 3 - Vector Matrix Product, 4 - Point Matrix Product)
(Texture)
: Right operand
(Texture)
: Left operand
(TextureTransform)
: Transformation for vector and point matrix products
(boolean)
: When this is true the output vector will be normalized (in case of dot product, the input vectors are normalized before the operation)
(OutputTexture)
Converts a vector texture to color texture [gpuSupport=(full)]
(TextureVector)
(OutputTexture)
Only for V-Ray for Maya. Outputs vertex colors taken from a color set. [gpuSupport=(none)]
(String)
(Texture)
Deprecated. Used for baked volume simulation in V-Ray for Blender [gpuSupport=(none)]
(int)
: Interpolation type: 0 - Linear, 1 - Quadratic
(Vector)
: Resolution
(List<float>)
: Fluid density
(List<float>)
: Fluid flame
(List<float>)
: Fluid fuel
(Plugin)
: The UVW generator for the texture
(OutputTextureFloat)
: Density
(OutputTextureFloat)
: Flame
(OutputTextureFloat)
: Fuel
Outputs several parameters when shading fur. Subset of TexHairSampler. [gpuSupport=(partial)]
(OutputTextureFloat)
: Distance along the hair strand where the intersection occurred, in the
[
0,1
]
range.
(OutputTextureFloat)
: Distance along the hair strand where the intersection occurred, in scene units, normalized to an absolute distance value.
(OutputTextureFloat)
: The relative position of the intersection across the hair strand width, in
[
0 1
]
range.
(OutputTextureFloat)
: Random by the hair strand where the intersection occurred, in the
[
0,1
]
range.
(TextureFloat)
: The maximum distance of strands, when using "distance_along_strand_absolute" (denominator).
Procedural noise texture for water displacement based on Tessendorf's "Simulating Ocean Surface" paper. PhxShaderOceanTex may give better results. [gpuSupport=(none)]
(Plugin)
(float)
: multiplier for the height of the water
(float)
: direction of the wind
(float)
: magnitude of the wind
(float)
(float)
(float)
(int)
: Used to produce different waters
(int)
: Resolution -> real resolution is 2^res
(float)
: Size of the patch -> real resolution is 2^res
An implementation of 3ds Max's Waves map [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(int)
: Number of wave sets
(int)
: Distribution type
(int)
: Random seed
(float)
: Wave radius
(float)
: Minimum wave length
(float)
: Maximum wave length
(float)
: Amplitude
(float)
: Phase
V-Ray implementation of the wood procedural texture in Maya [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(boolean)
: If true UVWs outside
[
-1;1
]
will wrap back to the valid range.
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(float)
(float)
(float)
(float)
(Texture)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
Deprecated. Use TexBitmap + TexRemap or another color correction texture. [gpuSupport=(partial)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: 0: not tiling; 1: tile in UV; 2: tile in U; 3: tile in V; 4: tile in UV, but not filter tiling;
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Plugin)
(float)
: Controls a 360 degrees hue shift through HLS color space spectrum without modifying the intensity or saturation of the color.
(float)
: Adjusts the saturation or amount of "pigment" in a color.
(float)
: Increases and decreases the contrast levels between light and dark colors. 0.5 = no change in contrast.
(float)
: Controls the brightness of the image clip. A negative value darkens the image and a positive value brightens it.
(boolean)
: If true, converts the image to a gray scale (black and white) image.
(boolean)
: Flip horizontal
(boolean)
: Flip vertical
(boolean)
: Enable effects
(float)
: HDR exposure
Deprecated. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(Color)
: UVW coordinates scale
Deprecated. Use TexAColorOp::alpha [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: Scalar2Alpha will be calculated on the base of a color texture
(TextureFloat)
: The intensity to output
Deprecated. [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: Scalar2Vector will be calculated on the base of a color texture
(TextureFloat)
: The intensity to output
(int)
: method: direct copy(0), normal map(1)
Deprecated. Consider using TexRemap. [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: Input texture
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(int)
Deprecated. Use TexRemap or ColorCorrection. [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: Input texture
(float)
: Used to compensate for non-linearity in displays. Often used as a general brightness control.
(float)
: Increases and decreases the contrast levels between light and dark colors. 0.5 = no change in contrast
(float)
: Controls a 360 degrees hue shift through the HLS color space spectrum without modifying the intensity or saturation of the color
(float)
: Adjusts the saturation, or amount of
(float)
: Adjusts the level or luminance of a color. Similar to intensity or brightness
Deprecated. [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: Color or Texture
(float)
: Scale color parameter
(boolean)
: Use alpha of the texture as return greyscale value
(boolean)
: Invert
(boolean)
: Make result alpha 1
Deprecated. Use TexCloth. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(Texture)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(Color)
: UVW coordinates scale
Deprecated. Use TexFalloff. [gpuSupport=(none)]
(float)
: Curve falloff
(float)
: Facing reflectivity
(float)
: Perpendicular reflectivity
(Texture)
: Refraction (front) color
(Texture)
: Reflection (side) color
Deprecated. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(TextureFloat)
(Color)
: UVW coordinates scale
Deprecated. Use TexRamp or TexGradRamp. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(Texture)
(Texture)
(Texture)
(Texture)
(Texture)
(Texture)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(float)
(int)
: Gradient type: 0 (Vertical), 1(Horizontal), 2(Radial Wave), 3(RadialRainbow), 4(DiagonalDown), 5(DiagonalUp)
(boolean)
: Inverts gradient directions if true
(boolean)
: If true, the gradient ends at the edge of the outermost color. Otherwise the outermost color bleeds over the untextured portion of the object
(boolean)
: If true, copies the gradient's alpha channel into the RGB channels, creating a grayscale image.
(TextureFloat)
: Determines the factor by which the Alpha is multiplied when it is copied into the RGB channels
(float)
: Especially for XSI Gradient Mixer, when input type is scalar
Deprecated. [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: Input texture
(float)
: master hue
(float)
: master lightness
(float)
: master saturation
(float)
: red hue
(float)
: red lightness
(float)
: red saturation
(float)
: green hue
(float)
: green lightness
(float)
: green saturation
(float)
: blue hue
(float)
: blue lightness
(float)
: blue saturation
(float)
: cyan hue
(float)
: cyan lightness
(float)
: cyan saturation
(float)
: yellow hue
(float)
: yellow lightness
(float)
: yellow saturation
(float)
: yellow hue
(float)
: yellow lightness
(float)
: yellow saturation
Deprecated. Use TexLuminance. [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: Color or Texture
(float)
: multiply factor
Deprecated. Use TexLayered. [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(List<Texture>)
(List<TextureFloat>)
(List<int>)
: Combination of following 0:NoMask, 1:InvertMask, 2:MaskConnectionPoint, 4:InputAlphaMask, 8:IntensityMask, 16:ThresholdMask
(List<int>)
: 0:Over, 1:In, 2:Out, 3:Plus, 4:BoundedPlus, 5:Hide-Reveal(Multiply), 6:Hide-Reveal Bonded, 7:Difference, 8:Darken, 9:Lighten, 10:Hard Light, 11:Soft Light, 12:Screen, 13:Overlay, 14:Blend
(TextureFloat)
(List<float>)
: Weight list
(List<float>)
: Layer threshold list
Deprecated. Use TexMulti. [gpuSupport=(none)]
(List<TextureFloat>)
: A list of float textures
(List<int>)
: A list of material IDs
Deprecated. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
: Color or Texture
(Texture)
: Vertex color map
(Texture)
: Direction texture of type (r, 0, 0)
(int)
: Unbiased Tangents
Deprecated. [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: Input texture
(Texture)
: Minimum threshold
(Texture)
: Maximum threshold
(Texture)
: Color if in range
(Texture)
: Color if outside range
(int)
: Include alpha
Deprecated. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(TextureFloat)
(Vector)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
Deprecated. Use TexRock. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(TextureFloat)
(TextureFloat)
(TextureFloat)
Deprecated. Use Float3ToAColor. [gpuSupport=(none)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Texture)
: Scalar2Color will be calculated on the base of a color or float texture
(TextureFloat)
: Specifies the input scalar value (value between 0 and 1) to be copied to RGB channels
(float)
: Specifies the input scalar value to be copied to the alpha channel of the output
Deprecated. Use TexInvertFloat. [gpuSupport=(none)]
(TextureFloat)
: Specifies the input value to be inverted
Deprecated. Use TexSnow. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
Deprecated. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(Color)
: UVW coordinates scale
Deprecated. [gpuSupport=(none)]
(int)
: The channel number * 3 + a number indicating which of the x,y or z values are used.
(float)
: Weight multiplication factor
(float)
: Minimum weight (w/o factor)
(float)
: Minimum weight (w/o factor)
Deprecated. Similar to TexUVW + TexAColorChannel. [gpuSupport=(none)]
(int)
: The channel number * 3 + a number indicating which of the x,y or z values are used.
(float)
: Weight multiplication factor
(float)
: Minimum weight (w/o factor)
(float)
: Minimum weight (w/o factor)
Deprecated. Similar to TexUVW + TexAColorChannel. [gpuSupport=(none)]
(int)
: The channel number * 3 + a number indicating which of the x,y or z values are used.
(float)
: Weight multiplication factor
(float)
: Minimum weight (w/o factor)
(float)
: Minimum weight (w/o factor)
Deprecated. Use TexWood. [gpuSupport=(bake)]
(int)
: This is used to differentiate between textures exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, ...
(int)
: If 2 - the alpha is forced to 1.0f; 1 - the resulting alpha is the color intensity (if compatibility_with is 0) or the color luminance (if compatibility_with is 1); 0 - the alpha is taken from the bitmap alpha
(boolean)
: If true, the resulting texture color will be inverted (complementary)
(boolean)
: If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
(Texture)
: A multiplier for the texture color
(Texture)
: An additional offset for the texture color
(TextureFloat)
: A multiplier for the texture alpha
(TextureFloat)
: An additional offset for the texture alpha
(Texture)
: The color when there are no valid uvw coordinates
(OutputTexture)
: The resulting color
(OutputTexture)
: The resulting transparency
(OutputTextureFloat)
: The resulting alpha
(OutputTextureFloat)
: The resulting intensity
(Plugin)
: The uvw generator for the texture
(int)
: The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
(float)
: U coordinate of the valid texture sector
(float)
: V coordinate of the valid texture sector
(float)
: Width of the valid texture sector
(float)
: Height of the valid texture sector
(float)
: Amount of random placement variation
(boolean)
: If true there is horizontal tiling
(boolean)
: If true there is vertical tiling
(boolean)
: If true the noise is enabled.
(boolean)
: If true the noise is animated. Use "UV noise phase" to animate the noise.
(float)
: UV noise amount
(float)
: UV noise iterations
(float)
: UV noise size
(float)
: UV noise phase
(Texture)
(Texture)
(TextureFloat)
(Texture)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(boolean)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(TextureFloat)
(Vector)
(boolean)
Converts a single transform or transform output parameter to a transform texture. For passing to parameters that won't work otherwise, such as inside some lists. [gpuSupport=(none)]
(TextureTransform)
Geometry source plugin. Defines a smooth NURBS surface using NURBSCurve objects. [gpuSupport=(none)]
(List<Plugin>)
: List of NURBSCurve objects - the inner curves for the trimming region
(Plugin)
: A NURBSCurve object - the outer curve for the trimming region
Used by GeomStaticNURBS to trim parts of the surface. [gpuSupport=(none)]
(List<int>)
: List containing information about the number of regions, number of boundaries within them, number of curves for a boundary, the curves' number of cvs, knots and degree:
<count
parameter> := numRegions <region_0> <region_1> ... <region
(numRegions - 1)>
<region
n> := <boundary_0> <boundary_1> ... <boundary_last> -1
<boundary_n> := { 0 | 1 } numEdges <edge_0> <edge_1> ... <edge
(numEdges - 1)> // 0 - inner boundary (i.e. hole), 1 - outer boundary (i.e. island)
<edge_n> := <curve_0> <curve_1> ... <curve_last> -1
<curve_n> := numCVs numKnots degree
(List<float>)
: List containg pairs of (u, v) coordinates of control vertices for all the curves
(List<float>)
: List containing the knot values for all the curves
Bercon textures UVW generator [gpuSupport=(full)]
(float)
: the X offset
(float)
: the Y offset
(float)
: the Z offset
(float)
: X size
(float)
: Y size
(float)
: Z size
(float)
: X angle
(float)
: Y angle
(float)
: Z angle
(int)
: X tiles
(int)
: Y tiles
(int)
: Z tiles
(TextureFloat)
: second X offset
(TextureFloat)
: second Y offset
(TextureFloat)
: second Z offset
(TextureFloat)
: second X size
(TextureFloat)
: second Y size
(TextureFloat)
: second Z size
(TextureFloat)
: second X angle
(TextureFloat)
: second Y angle
(TextureFloat)
: second Z angle
(int)
: XYZ Lock
(int)
: Seed
(int)
: Random by material
(int)
: Random by object
(int)
: Random by particle
(int)
: Mapping type
(int)
: Mapping channel
(float)
: filtering
(int)
: 2D mode
(boolean)
: Calculations in camera space
The most common UVW generator plugin. Uses one of the map channels from a mesh plugin and optionally transforms the UVs. [gpuSupport=(partial)]
(Transform)
: Initial transformation on the uvw coordinates, before mirror, crop etc
(TextureTransform)
: A texture overriding uvw_transform
(Transform)
: Final transformation on the resulting uvw coordinates, after mirror, crop etc
(int)
: Number of uvw transform samples for motion blur
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 1 to crop in the u-direction
(int)
: 1 to crop in the v-direction
(int)
: 1 to crop in the w-direction
(Vector)
: Coverage
(OutputTextureVector)
: The uvw coordinates for the specified channel at the current shading point
(int)
: Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
(float)
: Additional scale factor for the texture derivatives
(int)
: Index of the mapping channel to use (from GeomStaticMesh::map_channels). The special value -1 takes the first available channel.
(Plugin)
: Optional UVWGen from which the initial uvw coordinates will be taken, instead of the surface point
(boolean)
: If this is true then we will use uvw_channel for front-side and uvw_channel + 1 for back-side contexts. This is primarily for V-Ray for SketchUp.
UVW generator to be used for environment maps of cubic, spherical and other types [gpuSupport=(partial)]
(Matrix)
: Transformation of the input directions. This effectively rotates the environment.
(Transform)
: Transformation of the resulting UVW coordinates
(String)
: One of "angular", "cubic", "spherical", "mirror_ball", "screen", "max_spherical", "spherical_vray", "max_cylindrical" or "max_shrink_wrap"
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 1 to crop in the u-direction
(int)
: 1 to crop in the v-direction
(int)
: 1 to crop in the w-direction
(float)
: Additional scale factor for the texture derivatives
(int)
: When on, project the environment from the "bottom" hemisphere to the ground plane
(Vector)
: Ground projection center position when ground_on=1
(float)
: Radius of the projection plane around ground_position for which to project
UVW generator that uses UVW values from a color texture or separate grayscale textures [gpuSupport=(partial)]
(TextureFloat)
: Explicit U input to replace the U value from shaded geometry
(TextureFloat)
: Explicit V input to replace the V value from shaded geometry
(TextureFloat)
: Explicit W input to replace the W value from shaded geometry
(Texture)
: Explicit UVW input to replace the UVW value from shaded geometry
(int)
: Choose which inputs to use (0 - Auto, 1 - "uvw", 2 - "u"/"v"/"w")
(boolean)
: Enables the additional scaling by the '__vray_uvwscale' user attribute from objects.
UVW generator which gets the data from particles and user attributes, for 3dsMax compatibility [gpuSupport=(partial)]
(Transform)
: Initial transformation on the uvw coordinates, before mirror, crop etc
(TextureTransform)
: A texture overriding uvw_transform
(Transform)
: Final transformation on the resulting uvw coordinates, after mirror, crop etc
(int)
: Number of uvw transform samples for motion blur
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 1 to crop in the u-direction
(int)
: 1 to crop in the v-direction
(int)
: 1 to crop in the w-direction
(Vector)
: Coverage
(OutputTextureVector)
: The uvw coordinates for the specified channel at the current shading point
(int)
: Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
(float)
: Additional scale factor for the texture derivatives
UVW generator plugin. Uses one of the map channels from a mesh plugin and optionally transforms the UVs.Provides additional placement parameters compared to UVWGenChannel. [gpuSupport=(partial)]
(int)
: Index of the mapping channel to use (from GeomStaticMesh::map_channels).
(TextureInt)
: Used when more than one mesh has UV linking specified for this 2d placement. If present will override uvw_channel.
(Plugin)
: Optional UVWGen from which the initial uvw coordinates will be taken, instead of the surface point
(float)
: U values are remapped to 1.0/coverage_u
(TextureFloat)
: U values are remapped to 1.0/coverage_u
(float)
: V values are remapped to 1.0/coverage_v
(TextureFloat)
: V values are remapped to 1.0/coverage_v
(float)
: Translate the frame in U direction after applying rotate_frame (and before wrap, coverage, clamp)
(TextureFloat)
: Translate the frame in U direction after applying rotate_frame (and before wrap, coverage, clamp)
(float)
: Translate the frame in V direction after applying rotate_frame (and before wrap, coverage, clamp)
(TextureFloat)
: Translate the frame in V direction after applying rotate_frame (and before wrap, coverage, clamp)
(float)
: Rotate the frame after applying UV noise
(TextureFloat)
: Rotate the frame after applying UV noise
(boolean)
: If true, every other tile outside the
[
0;1
]
range will be mirrored in U
(boolean)
: If true, every other tile outside the
[
0;1
]
range will be mirrored in V
(boolean)
: If true, U values outside the
[
0;1
]
range will wrap back to
[
0;1
]
(boolean)
: If true, V values outside the
[
0;1
]
range will wrap back to
[
0;1
]
(boolean)
: If true, tiles in the V direction will add +0.5 to the U value for a 'staggering' effect
(boolean)
: Clamp the 'U' coordinate when accessing texture coordinate outside the
[
0,1
]
range
(boolean)
: Clamp the 'V' coordinate when accessing texture coordinate outside the
[
0,1
]
range
(float)
: Multiplier for U values
(TextureFloat)
: Multiplier for U values
(float)
: Multiplier for V values
(TextureFloat)
: Multiplier for V values
(float)
: Offset added to U before mirroring (after wrap, coverage, clamp)
(TextureFloat)
: Offset added to U before mirroring (after wrap, coverage, clamp)
(float)
: Offset added to V before mirroring (after wrap, coverage, clamp)
(TextureFloat)
: Offset added to V before mirroring (after wrap, coverage, clamp)
(float)
: Rotate the UVs after mirroring
(TextureFloat)
: Rotate the UVs after mirroring
(float)
: Noise magnitude multiplier in U direction
(TextureFloat)
: Noise magnitude multiplier in U direction
(float)
: Noise magnitude multiplier in V direction
(TextureFloat)
: Noise magnitude multiplier in V direction
(int)
: The number of parameter samples to take for motion blur. 0 means the global value. 1 means motion blur should be disabled for this plugin.
(String)
: The name of the uv channel that should be used.
UVW generator for V-Ray for Modo [gpuSupport=(partial)]
(String)
: The name of the uv channel that should be used. The special values
empty string
and '(none)' will use the first available uv channel when rendering in RT GPU. In this case, the value of uv_set_index is ignored.
(int)
: Used only as a fallback when UV maps identified with a string are not supported by a sub-system ( for example V-Ray GPU, or texture baking ). Deprecated.
(Plugin)
: Optional UVWGen from which the initial uvw coordinates will be taken, instead of using 'uv_set_name'.
(boolean)
: When set to false uvwgen->getLocalUVWTransform must not be used, instead uvwgen->getUVW must be used.
(int)
: Horizontal tiling mode.
(int)
: Vertical tiling mode.
(float)
: How many times to repeat the UV space horizontally.
(float)
: How many times to repeat the UV space vertically.
(float)
: Rotation of the UV space in radians.
(Texture)
: The color value of this texture is added to the generated UVW coordinates.
(TextureFloat)
: Similar to texture_offset_tex, but used for implementing random texture offsets from MODO. The value of this scalar texture is used as an offset for the U coordinate, the V offset is derived from it by a random number generator.
(float)
: Multiplier for the values in the 'texture_offset' texture.
(Matrix)
: These are the m00...m22 channels from MODO. The matrix is in row-major order.
(boolean)
: The cylindrical projection applies the repeat_u/repeat_v options a little differently.
(boolean)
: Changes the pivot used to apply the repeat_u/repeat_v and uv_matrix transformations. Only used when uvwgen is NULL i.e. the UV coordinates come from an UV map and not from a projection.
(int)
: When enabled uv_set_name, uv_set_index and uvwgen are ignored.
(Transform)
: Additional transformation used only when gpu_override is not 0.
UVW generator that uses the object space coordinates of the shaded point as UVW values [gpuSupport=(partial)]
(Transform)
: Transformation applied to the original UVW values from the geometry
(float)
: Additional scale factor for the texture derivatives
UVW generator that provides coordinates based on the object bounding box. Works in conjunction with MtlObjBBox, which provides the actual bounding box information. [gpuSupport=(none)]
(Transform)
: Initial transformation on the uvw coordinates, before mirror, crop etc
(TextureTransform)
: A texture overriding uvw_transform
(Transform)
: Final transformation on the resulting uvw coordinates, after mirror, crop etc
(int)
: Number of uvw transform samples for motion blur
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 1 to crop in the u-direction
(int)
: 1 to crop in the v-direction
(int)
: 1 to crop in the w-direction
(Vector)
: Coverage
(OutputTextureVector)
: The uvw coordinates for the specified channel at the current shading point
(int)
: Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
(float)
: Additional scale factor for the texture derivatives
UVW generator that uses the world space coordinates of the shaded point as UVW values [gpuSupport=(partial)]
(Transform)
: Initial transformation on the uvw coordinates, before mirror, crop etc
(TextureTransform)
: A texture overriding uvw_transform
(Transform)
: Final transformation on the resulting uvw coordinates, after mirror, crop etc
(int)
: Number of uvw transform samples for motion blur
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 1 to crop in the u-direction
(int)
: 1 to crop in the v-direction
(int)
: 1 to crop in the w-direction
(Vector)
: Coverage
(OutputTextureVector)
: The uvw coordinates for the specified channel at the current shading point
(int)
: Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
(float)
: Additional scale factor for the texture derivatives
UVW generator that applies the chosen projection type to the world or object space coordinates of the shaded point [gpuSupport=(partial)]
(Transform)
: Initial transformation on the uvw coordinates, before applying the mapping type and other parameters
(TextureTransform)
: A texture overriding uvw_transform
(Transform)
: Final transformation on the resulting uvw coordinates, after applying the mapping type and other parameters
(int)
: Mapping type (0 - none; 1 - planar; 2 - spherical; 3 - cylindrical; 4 - ball; 5 - cubic; 6 - triplanar; 8 - perspective; 9 - modo cubic; 10 - modo box; 11 - c4d spherical; 12 - c4d cylindrical; 13 - c4d cubic; 14 - Rhino Box; 15 - Object
(int)
: This is used to differentiate between UVW generators exported from different applications. The value means : 0 - 3ds Max (this is also the default), 1 - Maya, 2 - Cinema4D, ...
(float)
: The angle that corresponds to U=1 for spherical mapping
(float)
: The angle that corresponds to V=1 for spherical mapping
(Plugin)
: SettingsCamera plugin used for the 'perspective' mapping type
(Plugin)
: RenderView plugin used for the 'perspective' mapping type
(int)
: 0 - Fit fill; 1 - Horizontal; 2 - Vertical;
(int)
: 0 - None; 1 - Match camera film gate; 2 - Match camera resolution;
(Plugin)
: If we are projecting a bitmap, this is the bitmap's buffer, we need it to implement vertical/horizontal fit
(float)
: Film gate width for 'perspective' mapping type
(float)
: Film gate height for 'perspective' mapping type
(boolean)
: Determine whether to project on back faces of polygons when in perspective mode
(boolean)
: Determine whether to project on occluded points when in perspective mode
(boolean)
: If true the projection will be applied in the object space of the currently shaded geometry.
(boolean)
: True to include camera overscan in perspective mode.
(int)
: Number of uvw transform samples for motion blur
(int)
: Direction of projection for planar, spherical and cylindrical projections (0 - both; 1 - forward; 2 - backward)
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 1 to crop in the u-direction
(int)
: 1 to crop in the v-direction
(int)
: 1 to crop in the w-direction
(Texture)
: Texture to be used as reference vertices for projections. Usually TexUserColor sampling geometry map channel. For V-Ray GPU only TexUserColor is considered.
(Texture)
: Texture to be used as reference normals for tri-planar and cubic projection. Usually TexUserColor sampling geometry map channel. For V-Ray GPU only TexUserColor is considered.
(int)
: 0 - Do not use reference points, 1 - Use reference mesh / rest attributes for projection calculations as sampled from the 'rest' textures, 2 - Use the reference points, but apply additional object-to-world transformation (only for camera projection). Ignored if object_space=1.
(boolean)
: Enables the additional scaling by the '__vray_uvwscale' user attribute from objects.
Randomizes UVW of input UVWGen depending on various parameters [gpuSupport=(full)]
(Plugin)
: The input UVWGen
(int)
: OR'd flags for the random mode: 1 - by face, 2 - by render ID, 4 - by particle, 8 - by instance, 16 - by object ID, 32 - by node handle, 64 - by node name, 128 - by mesh element, 256 - by UV tile,512 - by scene name.
(int)
: The user seed
(TextureInt)
: The user seed from int texture
(float)
: The minimum of the U offset variance range
(float)
: The maximum of the U offset variance range
(float)
: The number of steps in the U offset variance range
(float)
: The minimum of the V offset variance range
(float)
: The maximum of the V offset variance range
(float)
: The number of steps in the V offset variance range
(float)
: The minimum of the rotation variance range, in degrees
(float)
: The maximum of the rotation variance range, in degrees
(float)
: The number of steps in the rotation variance range
(float)
: The minimum of the U scale variance range, in percent
(float)
: The maximum of the U scale variance range, in percent
(float)
: The number of steps in the U scale variance range
(float)
: The minimum of the V scale variance range, in percent
(float)
: The maximum of the V scale variance range, in percent
(float)
: The number of steps in the V scale variance range
(int)
: Whether the V scale has variance or is the same as U scale
(boolean)
: Whether to flip U randomly
(boolean)
: Whether to flip V randomly
(float)
: The edge blending factor between tiles when stochastic tiling is enabled
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 1 to crop in the u-direction
(int)
: 1 to crop in the v-direction
(int)
: Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
UVW generator that redirects to a UVW generator instance attached to a Node [gpuSupport=(none)]
(String)
: Selector string ID that will be searched for in the intersected geometry instance.
(Transform)
: Additional transform to be applied over the resolved UVW coordinates.
(Plugin)
: Optional UVWGen to be used as default if the uvwgen_id could not be resolved.
UVW generator that chooses from a list of other generators based on which scene object is being shaded [gpuSupport=(partial)]
(List<Plugin>)
: List of geometric objects
(List<Plugin>)
: A list of UVWGen plugins for the respective elements in the 'nodes' list
(Plugin)
: A default UVWGen used if the shaded node is not in the list
Simulates atmospheric haze. Works together with SunLight and TexSky. Does not cause shadowing and does not scatter light - use VolumeScatterFog for that. [gpuSupport=(full)]
(Plugin)
: If specified, all parameters are taken from the specified sun. Otherwise, default values are used. Make sure to specify this.
(boolean)
: If 'false', disable the rendering of the aerial perspective effect.
(float)
: View distance inside the fog (until it becomes less than 10% see through).
(float)
: Height of the atmospheric layer.
(float)
: Multiplier for the "inscattered light" component of the aerial persective.
(boolean)
: Specify whether aerial perspective is applied to environment rays.
(boolean)
: Specify whether aerial perspective is applied to the background.
(Color)
: Filter color for the fog. Note that fog color depends on the color of the sky.
(boolean)
: Specifies wheather the effect is aplied to camera rays (doesn't affect secondary rays).
(boolean)
: Whether the alpha channel is affected
This plugin allows adding material select render channels to any volume plugin [gpuSupport=(none)]
(Plugin)
: A volumetric plugin to use with material select render channels
(List<Plugin>)
: Render channels the result of this volume will be written to
Simple attenuating volume fog. This does not produce light scattering. To get light scattering use VolumeScatterFog. [gpuSupport=(none)]
(Color)
: Fog emission color (makes the fog appear glowing)
(Color)
: Fog transmission color
(Texture)
: Fog color texture map. Overrides 'color'.
(float)
: Fog color exponent multiplier
(float)
: The index of refraction for the volume
(float)
: Makes the fog more/less transparent than normal in the thin parts. When the value is nonzero, applies a 1/(1+bias) exponent to the distance measure.
(boolean)
: If true, the fog will shade only closed volumes.
This plugin combines the result of several volumetric plugins [gpuSupport=(none)]
(List<Plugin>)
: List of volumetric shaders to apply together
Light-scattering volume fog. Uniform across the scene. [gpuSupport=(none)]
(Color)
: Fog emission color (makes the fog appear glowing)
(Color)
: Fog transmission color
(Texture)
: Fog color texture map. Overrides 'color'.
(float)
: Fog color exponent multiplier
(float)
: The index of refraction for the volume
(float)
: Makes the fog more/less transparent than normal in the thin parts. When the value is nonzero, applies a 1/(1+bias) exponent to the distance measure.
(boolean)
: If true, the fog will shade only closed volumes.
(int)
: Subdivs for the scattering samples
(float)
: Maximum distance to trace into the objects
(float)
: Multiplier for the sss effect
(float)
: Scatter coefficient (0.0 is full scattering; 1.0 is purely directional)
(float)
: Scatter direction (0.0 is forward away from the viewer; 1.0 is backward towards the viewer)
(int)
: Maximum number of scattering bounces
(boolean)
: true if this is environment fog and false if it is inside an object
Renders cartoon style contours on all meshes (by default) or using an include/exclude list [gpuSupport=(none)]
(boolean)
: Apply only to toon render channels.
(int)
: 0:Pixels; 1:World
(Color)
: The outer color of the cartoon line.
(Texture)
: The outer color texture of the cartoon line.
(float)
: Cartoon line width.
(TextureFloat)
: Cartoon line width texture.
(boolean)
: Use same lineColor/Width param values for both silhouette and inner edges.
(Color)
: The color of the cartoon line at inner edges.
(Texture)
: The color of the cartoon line at inner edges.
(float)
: Cartoon line width of inner lines.
(TextureFloat)
: Cartoon line width texture at inner edges.
(float)
: Opacity of the cartoon line.
(TextureFloat)
: Opacity texture of the cartoon line.
(float)
: This determines when outer edges will be created for overlapping parts of one and the same object.
(boolean)
: Compensate V-Ray physical camera exposure.
(boolean)
: Draw contours on material boundaries
(boolean)
: True : show outlines and not interior edges, false : show all edges.
(float)
: This determines when lines will be created for parts of the same object with varying surface normals (for example, at the inside edges of a box). A value of 0.0 means that only 90 degrees or larger angles will generate internal lines. Higher values mean that more smooth normals can also generate an edge. Don't set this value to pure 1.0 as this will fill curved objects completely.
(float)
: This determines when inner edges will be created for overlapping parts of one and the same object.
(boolean)
: True : show toon lines in reflections/refractions. Note that this may increase render times.
(float)
: This parameter depends on the scale of your scene.
(TextureFloat)
: This works like a bump map - a simple constant value won't do, you need to connect a texture.
(List<Plugin>)
: Specifies which objects will be affected by the VRayToon atmospheric.
(boolean)
: True : apply toon effect only to objects in excludeList; false : apply toon effect to all objects out of excludeList.
(boolean)
: Enable depth-based line width.
(float)
: Minimum depth.
(float)
: Maximum depth.
(List<float>)
(List<int>)
(List<TextureFloat>)
: Curve controlling the line width based on depth.
(Plugin)
: If this parameter is set, it will be used instead of depthCurvePositions, depthCurveInterpolations and depthCurveValues to provide an external curve for controlling the line width based on depth.
(boolean)
: Enable view angle-based line width.
(List<float>)
(List<int>)
(List<TextureFloat>)
: Curve controlling the line width based on view angle.
(Plugin)
: If this parameter is set, it will be used instead of angularCurvePositions, angularCurveInterpolations and angularCurveValues to provide an external curve for controlling the line width based on view angle.
(int)
: 0:V-Ray 3; 1:V-Ray Next
(int)
: 0:Apply to all materials in the scene; 1:Apply only for objects object with a material implementing ToonEdgeParamsInterface (e.g. BRDFToonOverride, BRDFToonMtl); 2:Apply only for objects with a BRDFToonOverride material
Deprecated. Use VolumeMulti. [gpuSupport=(none)]
(List<Plugin>)
: A list of volume plugins
(List<int>)
: A list of material IDs
This plugin clips other geometries with a plane or custom shape [gpuSupport=(partial)]
(boolean)
: Enable the clipper
(boolean)
: If enabled, the clipper will affect area light sources as well.
(boolean)
: If enabled, the clipper will affect objects as they are directly seen by the camera, but they will appear unchanged to reflection/refraction/GI rays.
(boolean)
: Enables or disables the clipping of lights geometry (for example a mesh light).
(boolean)
: When ON holes in geometry inside other geometries will be filled
(boolean)
: When enabled, the clipper will use the material of each clipped object to fill in the resulting holes. When this is off, the material applied to the clipper object itself will be used.
(boolean)
: If true, material_id will be used when shading clipped parts
(int)
: The material ID to use for clipped parts when choosing a material in MtlMulti, if use_material_id is true. This also affects the MaterialID render element.
(List<Plugin>)
: List of node plugins to consider for inclusion/exclusion
(boolean)
: false to include the nodes listed, true to exclude the nodes listed.
(Transform)
: Transformation for the clipping plane/mesh
(Plugin)
: Material for shading the surfaces created by clipping
(int)
: The object ID assigned to geometry that is clipped by the clipper. This is used only when there is no clip mesh specified.
(Plugin)
: Mesh plugin to use as a clipping mesh instead of a simple plane.
(int)
: Specifies the boolean operation to perform: 0 - intersection, 1 - substraction(scene - clip_mesh).
The decal plugin for specifying various decal parametersgpuSupport=(full)
(List<Plugin>)
: List of node plugins to consider for inclusion/exclusion.
(boolean)
: true to include the nodes listed, false to exclude the nodes listed.
(boolean)
: true enable the plugin, false to disable it.
(Transform)
: Transformation for the decal box.
(Plugin)
: Material for shading the decal.
(float)
: The width of the decal box.
(float)
: The length of the decal box.
(float)
: The height of the decal box.
(float)
: Offset of the decal projection in percent relative to the decal height
(Texture)
: The texture to evaluate for the opacity mask.
(float)
: The angle between the decal normal and the geometry normal before fading starts.
(int)
: The z order of the decal. Highest order is on top.
(int)
: Whether fading by normal angle is enabled.
(float)
: The normal angle to fade to.
(boolean)
: Whether to project the decal on the backs of surfaces
(Texture)
: The texture to evaluate for the displacement.
(boolean)
: Whether to ignore the original surface displacement
(boolean)
: Whether the decal should override the user attributes of the surfaces it's projected on
(boolean)
: True if the decal should override the original surface's bump, false if it should preserve it
(float)
: The amount of the surface's original bump that should be preserved
(float)
: The bend angle in degrees from 0 to 360
(int)
: Number of transform samples for motion blur
(String)
: A list of user defined attributes in the form "attrName1=value1;attrName2=value2" where values are usually numbers, strings or R,G,B triplets
(List<int>)
: Serialized user attributes (refer to BinUserAttributesWriter).
(int)
: Object ID for the rendering
(List<String>)
: A list of string identifying the original scene node name for which this VRay Plugin was generated. The first string is directly the node name.
Combines MtlWrapper and MtlRenderStats functionality to be used as a direct reference in Node instances. This means it adds both Matte properties for the Node and options to control primary visibility and shadow visibility of the Node. Note that the GPU implementation currently requires using a dedicated VRayObjectProperties instance for each unique Node and Node::material pair. [gpuSupport=(partial)]
(boolean)
: Use RenderStats properties.
(boolean)
: Use Wrapper properties.
(boolean)
: Whether the object is visible from the camera (camera rays)
(boolean)
: Whether the object is visible in reflections
(boolean)
: Whether the object is visible in refractions
(boolean)
: Whether the object is visible to GI (generating and receiving)
(boolean)
: Whether the object casts shadows (visible to lights for shadow rays)
(boolean)
: Whether the object receives shadows
(float)
: Overall visibility
(boolean)
: Allow enable/disable of irradiance map per surface.
(float)
: Controls the GI generated by the material.
(float)
: Controls the GI received by the material.
(float)
: Controls the caustics generated by the material.
(float)
: Controls the caustics received by the material.
(float)
: The contribution of the resulting color to the alpha channel.
(boolean)
: Makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
(boolean)
: Turn this on to make shadows visible on the matte surface.
(boolean)
: Turn this on to make shadows affect the alpha contribution of the matte surface.
(Color)
: Tint for the shadows on the matte surface.
(float)
: An optional brightness parameter for the shadows on the matte surface.A value of 0.0 will make the shadows completely invisible, while a value of 1.0 will show the full shadows.
(float)
: Shows the reflections of the base material.
(float)
: Shows the refractions of the base material.
(float)
: Determines the amount of gi shadows.
(boolean)
: This will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
(int)
: Set this to 1 to make the material act as matte for all secondary rays (reflections and refractions); if set to 2, the material will perform automatic projection mapping of the environment map on the matte geometry
(int)
: If two objects have different GI surface ids, the light cache samples of the two objects will not be blended.
(float)
: This is a multiplier for the subdivisions of all secondary ray tracing done for the particular surface.
(boolean)
: Setting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won't be seen.
(TextureFloat)
: Same as alpha_contribution but used for the Maya's useBackground shader which supports textures as alpha contribution
(TextureFloat)
: Same as shadow_brightness but used for the Maya's useBackground shader which supports textures as shadow brightness
(Texture)
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(List<Plugin>)
: Render channels the result of this BRDF will be written to
(boolean)
: Setting this to false makes objects to not affect the render elements.
(List<Plugin>)
: A list of plugins that will be excluded from reflections.
(boolean)
: Setting this to true will turn the reflection exclude list into inclusive (inverted).
(List<Plugin>)
: A list of plugins that will be excluded from refractions.
(boolean)
: Setting this to true will turn the refraction exclude list into inclusive (inverted).
V-Ray Scene (*.vrscene) stand-in plugins
(String)
: Path to a *.vrscene file
(Transform)
: Additional transform for the whole scene
(boolean)
: Whether to use the additional "transform" parameter
(boolean)
: Add nodes from the included files
(boolean)
: Add lights from the included files
(boolean)
: Override animation settings
(float)
: Animation playback speed
(int)
: Animation playback type (0 - Loop; 1 - Once; 2 - Ping-Pong; 3 - Still)
(float)
: Animation initial frame offset
(int)
: Specifies the first frame of the animation sequence
(int)
: Specifies the length of the animation sequence
(Plugin)
: Override material
(List<String>)
: Plugin names list to hide
(int)
: Specifies if "hidden_objects" list is inclusive
(boolean)
: Disable loader
(int)
: Object ID override
(int)
: User attributes that will be added to generated nodes in serialized form (refer to BinUserAttributesWriter).
(Plugin)
: Object properties.
(boolean)
: Use MtlWrapper
(boolean)
: Allow enable/disable of irradiance map per surface.
(float)
: Controls the GI generated by the material.
(float)
: Controls the GI received by the material.
(float)
: Controls the caustics generated by the material.
(float)
: Controls the caustics received by the material.
(float)
: The contribution of the resulting color to the alpha channel.
(boolean)
: Makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
(boolean)
: Turn this on to make shadows visible on the matte surface.
(boolean)
: Turn this on to make shadows affect the alpha contribution of the matte surface.
(Color)
: Tint for the shadows on the matte surface.
(float)
: An optional brightness parameter for the shadows on the matte surface.A value of 0.0 will make the shadows completely invisible, while a value of 1.0 will show the full shadows.
(float)
: Shows the reflections of the base material.
(float)
: Shows the refractions of the base material.
(float)
: Determines the amount of gi shadows.
(boolean)
: This will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
(int)
: Set this to 1 to make the material act as matte for all secondary rays (reflections and refractions); if set to 2, the material will perform automatic projection mapping of the environment map on the matte geometry
(int)
: If two objects have different GI surface ids, the light cache samples of the two objects will not be blended
(float)
: A multiplier for GI quality
(boolean)
: Setting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won't be seen.
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(List<Plugin>)
: Render channels the result of this BRDF will be written to
(boolean)
: Setting this to false makes objects to not affect the render elements.
(List<Plugin>)
: A list of plugins that will be excluded from reflections.
(boolean)
: Setting this to true will turn the reflection exclude list into inclusive (inverted).
(List<Plugin>)
: A list of plugins that will be excluded from refractions.
(boolean)
: Setting this to true will turn the refraction exclude list into inclusive (inverted).
(boolean)
: Use MtlRenderStats
(boolean)
: Whether the object is visible from the camera (camera rays)
(boolean)
: Whether the object is visible in reflections
(boolean)
: Whether the object is visible in refractions
(boolean)
: Whether the object is visible to GI (generating and receiving)
(boolean)
: Whether the object casts shadows (visible to lights for shadow rays)
(boolean)
: Whether the object receives shadows
(float)
: Overall visibility
(int)
: Axis flipping: 0 - do not transform the coordinate system, 1 - detect up axis automatically, 2 - transform the axis from 3ds max to Maya, 3 - transform the axis from Maya to 3ds max coordinate system
(boolean)
: Use runtime overrides
(String)
: Runtime plugin parameter overrides. A string in vrscene format.
(String)
: Runtime plugin parameter overrides. A path to an override file in vrscene format.
(Plugin)
: Placeholder for material used for overrides(could be MtlMulti). Needed only so that the material is linked to this plugin.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(boolean)
: Performs early loading of the scene assets right after the scene is built
(boolean)
: Override the additional options in the sequence render settings
(boolean)
: Override the render channels
(List<Plugin>)
: Custom scene parser
(String)
: The USD stage mask, also known as the root path to import (only valid for USD scene)
(int)
: Determine if the UsdStage metersPerUnit metadata should be taken into account to automatically scale the scene
V-Ray Scene Asset (*.vrscene) stand-in plugins
(String)
: Path to a *.vrscene file
(Transform)
: Additional transform for the whole scene
(boolean)
: Whether to use the additional "transform" parameter
(boolean)
: Add nodes from the included files
(boolean)
: Add lights from the included files
(boolean)
: Override animation settings
(float)
: Animation playback speed
(int)
: Animation playback type (0 - Loop; 1 - Once; 2 - Ping-Pong; 3 - Still)
(float)
: Animation initial frame offset
(int)
: Specifies the first frame of the animation sequence
(int)
: Specifies the length of the animation sequence
(Plugin)
: Override material
(List<String>)
: Plugin names list to hide
(int)
: Specifies if "hidden_objects" list is inclusive
(boolean)
: Disable loader
(int)
: Object ID override
(int)
: User attributes that will be added to generated nodes in serialized form (refer to BinUserAttributesWriter).
(Plugin)
: Object properties.
(boolean)
: Use MtlWrapper
(boolean)
: Allow enable/disable of irradiance map per surface.
(float)
: Controls the GI generated by the material.
(float)
: Controls the GI received by the material.
(float)
: Controls the caustics generated by the material.
(float)
: Controls the caustics received by the material.
(float)
: The contribution of the resulting color to the alpha channel.
(boolean)
: Makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
(boolean)
: Turn this on to make shadows visible on the matte surface.
(boolean)
: Turn this on to make shadows affect the alpha contribution of the matte surface.
(Color)
: Tint for the shadows on the matte surface.
(float)
: An optional brightness parameter for the shadows on the matte surface.A value of 0.0 will make the shadows completely invisible, while a value of 1.0 will show the full shadows.
(float)
: Shows the reflections of the base material.
(float)
: Shows the refractions of the base material.
(float)
: Determines the amount of gi shadows.
(boolean)
: This will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
(int)
: Set this to 1 to make the material act as matte for all secondary rays (reflections and refractions); if set to 2, the material will perform automatic projection mapping of the environment map on the matte geometry
(int)
: If two objects have different GI surface ids, the light cache samples of the two objects will not be blended
(float)
: A multiplier for GI quality
(boolean)
: Setting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won't be seen.
(int)
: The maximum reflection depth (-1 is controlled by the global options)
(List<Plugin>)
: Render channels the result of this BRDF will be written to
(boolean)
: Setting this to false makes objects to not affect the render elements.
(List<Plugin>)
: A list of plugins that will be excluded from reflections.
(boolean)
: Setting this to true will turn the reflection exclude list into inclusive (inverted).
(List<Plugin>)
: A list of plugins that will be excluded from refractions.
(boolean)
: Setting this to true will turn the refraction exclude list into inclusive (inverted).
(boolean)
: Use MtlRenderStats
(boolean)
: Whether the object is visible from the camera (camera rays)
(boolean)
: Whether the object is visible in reflections
(boolean)
: Whether the object is visible in refractions
(boolean)
: Whether the object is visible to GI (generating and receiving)
(boolean)
: Whether the object casts shadows (visible to lights for shadow rays)
(boolean)
: Whether the object receives shadows
(float)
: Overall visibility
(int)
: Axis flipping: 0 - do not transform the coordinate system, 1 - detect up axis automatically, 2 - transform the axis from 3ds max to Maya, 3 - transform the axis from Maya to 3ds max coordinate system
(boolean)
: Use runtime overrides
(String)
: Runtime plugin parameter overrides. A string in vrscene format.
(String)
: Runtime plugin parameter overrides. A path to an override file in vrscene format.
(Plugin)
: Placeholder for material used for overrides(could be MtlMulti). Needed only so that the material is linked to this plugin.
(List<Plugin>)
: Render channels the result of this light will be written to
(List<Plugin>)
: Render channels the raw diffuse result of this light will be written to
(List<Plugin>)
: Render channels the diffuse result of this light will be written to
(List<Plugin>)
: Render channels the specular result of this light will be written to
(List<Plugin>)
: Render channels the full (direct+indirect) result of this light will be written to
(boolean)
: Performs early loading of the scene assets right after the scene is built
(boolean)
: Override the additional options in the sequence render settings
(boolean)
: Override the render channels
(List<Plugin>)
: Custom scene parser
(String)
: The USD stage mask, also known as the root path to import (only valid for USD scene)
(int)
: Determine if the UsdStage metersPerUnit metadata should be taken into account to automatically scale the scene
(String)
: User name of the the given list of plugins forming a concrete asset
(List<Plugin>)
: List of the plugin names grouped as a given asset
(int)
: Determines the type of asset (0 = geometry, 1 = material, 2 = texture, 3 = node, 4 = vrmat)
(List<Object>)
: List each modifiable parameter of this asset as a key/value string list
(List<Object>)
: List each parameter which whould be used as override for the corresponding modifiable parameter definition
Settings for stereoscopic rendering [gpuSupport=(partial)]
(float)
: The eye distance for which the stereoscopic image will be rendered.
(boolean)
: If on then the focus is determined by focus_method and focus_distance. Otherwise it is determined from the camera target distance.
(float)
: The focus distance when specify_focus is enabled.
(int)
: Specifies the focus method for the two views (0 - none/parallel; 1 - rotation; 2 - shear).
(int)
: Specifies how the two virtual cameras will be placed in relation to the real camera in the scene (0 - symmetric/shift both; 1 - shift left; 2 - shift right).
(float)
: Panoramic pole merging: from what angle near the top does the stereo effect start to fade when rendering with a spherical panorama camera.
(float)
: Panoramic pole merging: from what angle near the bottom does the stereo effect start to fade when rendering with a spherical panorama camera.
(int)
: The method for pole merging (0 - the original V-Ray method; 1 - cosine method that matches other renderers)
(int)
: Specifies which of the stereoscopic views will be rendered (0 - both; 1 - left; 2 - right).
(int)
: Layout of the output image (0 - side-by-side; 1 - top-bottom).
(boolean)
: Unused parameter.
(int)
: Specifies the mode of operation for the shade map (0 - disabled; 1 - render shade map; 2 - use shade map).
(float)
: Lower values will make V-Ray use less of the shade map and more real shading.
(String)
: The name of the file in which the shade map information is stored.
(boolean)
: Store 32 bit (single precision) color channels in the shade map. When off 16 bit (half precision) values are stored.
(int)
: Compression type for the .vrst files (0 - no compression, 1 - ZLIB compression).
(int)
: Compression type for the .exr files (0 - no compression, 1 - RLE compression, 2 - ZIPS compression).
(List<Plugin>)
: A list of plugins for which the shade map won't be used.
(boolean)
: When on, the exclude_list is considered an 'Include list'.
(Plugin)
: A camera plugin for the left eye; if not specified, the left camera is computed based on the scene camera.
(Plugin)
: A camera plugin for the right eye; if not specified, the right camera is computed based on the scene camera.
(float)
: Horizontal film offset for the left camera
(float)
: Horizontal film offset for the right camera
(float)
: Vertical film offset for the left camera
(float)
: Vertical film offset for the right camera
VRScansPMaskElement
(String)
: Display name of this render channel
VRScansZoneElement
(String)
: Display name of this render channel
(int)
: Display name of this render channel
Deprecated. Use UVWGenChannel. [gpuSupport=(none)]
(Transform)
: Initial transformation on the uvw coordinates, before mirror, crop etc
(TextureTransform)
: A texture overriding uvw_transform
(Transform)
: Final transformation on the resulting uvw coordinates, after mirror, crop etc
(int)
: Number of uvw transform samples for motion blur
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 0 - no wrapping, 1 - wrap, 2 - mirror tile
(int)
: 1 to crop in the u-direction
(int)
: 1 to crop in the v-direction
(int)
: 1 to crop in the w-direction
(Vector)
: Coverage
(OutputTextureVector)
: The uvw coordinates for the specified channel at the current shading point
(int)
: Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
(float)
: Additional scale factor for the texture derivatives
(int)
(int)
: Type of the channel used. 0 - uvw, 1 - vertex colors
(Plugin)
: Optional UVWGen from which the initial uvw coordinates will be taken, instead of the surface point
(int)
: alternate image in u direction
(int)
: alternate image in v direction
(float)
: min remap in x direction
(float)
: min remap in y direction
(float)
: min remap in z direction
(float)
: max remap in x direction
(float)
: max remap in y direction
(float)
: max remap in z direction
Deprecated. Use UVWGenEnvironment. [gpuSupport=(none)]
(Matrix)
: Transformation of the input directions
(Transform)
: Transformation of the resulting UVW coordinates
(int)
: spherical(0), cylindrical(1), cubic strip(2), cubic cross sideways(3), cubic cross(4)