BakeView

This plugin is used instead of RenderView when baking textures [gpuSupport=(partial)]

new BakeView()
Properties
bake_node (Plugin) : The node to bake
target_nodes (List<Plugin>) : The target objects for projection baking
bake_uvwgen (Plugin) : The uvw generator
dilation (float) : Number of pixels to expand around geometry
flip_derivs (boolean) : true to flip the texture direction derivatives (reverses bump mapping)
u_min (float) : The minimum u value to bake
v_min (float) : The minimum v value to bake
u_max (float) : The maximum u value to bake
v_max (float) : The maximum v value to bake
uv_transform (Transform) : Transformation to translate the provided UV coordinates to the expected UV space.
transform (Transform)
fov (float) : Field of view
projection_baking (int) : 0 - normal baking, 1 - projection baking
mode (int) : 0 - outside, 1 - inside, 2 - outside first, the inside, 3 - inside first, the outside, 4 - closest
normal (int) : 0 - Smooth normal, 1 - Geometry normal
max_depth (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.
ray_offset (float) : The ray's beginning will be offseted this much along the normal.
from_camera (int) : 0 - shade reflections, etc. from rays along surface normal; 1 - bake from rays originating from camera.
mapped_bake_nodes (List<Plugin>) : List of nodes to bake on a single image.
mapped_bake_uvwgens (List<Plugin>) : UVW generator for each node in mapped_bake_nodes. Alternatively use "bake_uvwgen" to assign the same UVW generator to all nodes.
mapped_x0 (List<int>) : Leftmost coordinate of the output region of each node in mapped_bake_nodes
mapped_y0 (List<int>) : Topmost coordinate of the output region of each node in mapped_bake_nodes
mapped_x1 (List<int>) : Rightmost coordinate of the output region of each node in mapped_bake_nodes
mapped_y1 (List<int>) : Bottommost coordinate of the output region of each node in mapped_bake_nodes
mapped_bake_nodes_auto (boolean) : True to bake 'mapped_bake_nodes' into a single image without mapped regions.

BitmapBuffer

Provides bitmap data from a file to be used by a texture plugin (TexBitmap) [gpuSupport=(full)]

new BitmapBuffer()
Properties
filter_type (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
filter_blur (float)
transfer_function (int) : 0 - linear, 1 - gamma corrected, 2 - sRGB, 3 - auto
rgb_color_space (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.
gamma (float)
maya_compatible (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
allow_negative_colors (boolean) : if false negative colors will be clamped
interpolation (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))
frame_number (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.
frame_offset (int) : Start frame offset for image sequences
file (String) : The file name; can contain or tags for Mari or Mudbox tiles respectively,or $nU and $nV for explicit tiles; lower-case tags consider the tiles as starting from 0 whereas upper-case tags start from 1
load_file (boolean) : if set to false, the file would not be loaded
frame_sequence (boolean) : True if there are multiple files for animation with frame number in their names. Enables replacing " " in the given 'file' string with current frame number.
use_data_window (boolean) : true to use the data window information in e.g. OpenEXR files; otherwise false
psd_group_name (List<int>) : Legacy parameter for PSD files. Contains a text string encoded as an int array
psd_alpha_name (List<int>) : Legacy parameter for PSD files. Contains a text string encoded as an int array
ifl_start_frame (int) : Image file list first frame number
ifl_playback_rate (float) : Image file list frame rate multiplier
ifl_end_condition (int) : Image file list (IFL) end condition: 0 - Loop; 1 - Ping Pong; 2 - Hold;

BRDFAlHair

A V-Ray plug-in implementation of the alHair shader by Anders Langlands [gpuSupport=(none)]

new BRDFAlHair()
Properties
opacity (TextureFloat)
melanin (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.
dye_color (Texture) : Color tint to apply to the hair.
specular_width (float) : The width of the hair highlights, essentially how shiny the hair appears. Values in the range 1-7 are sensible for human hair.
specular_shift (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.
diffuse_color (Texture) : Tint on the diffuse illumination.
diffuse_strength (TextureFloat) : Multiplier on the strength of the diffuse illumination.
forward_scattering (TextureFloat) : Controls the amount of light bleeding through the hair in dual-scattering mode.
back_scattering (TextureFloat) : Controls the amount of light kicked back from the hair in dual-scattering mode.
specular1_color (Texture)
specular1_strength (TextureFloat)
specular1_shift (TextureFloat) : Offset on the shift of this lobe's highlight.
specular1_width_scale (TextureFloat) : Multiplier on the width of this lobe's highlight.
specular2_color (Texture)
specular2_strength (TextureFloat)
specular2_shift (TextureFloat) : Offset on the shift of this lobe's highlight.
specular2_width_scale (TextureFloat) : Multiplier on the width of this lobe's highlight.
glint_strength (float) : Strength of the caustic glints. Sensible values are in the range 1-5.
transmission_color (Texture)
transmission_strength (TextureFloat)
transmission_shift (TextureFloat) : Offset on the shift of this lobe's highlight.
transmission_width_scale (TextureFloat) : Multiplier on the width of this lobe's highlight.
glint_rolloff (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.
transmission_rolloff (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.
random_melanin (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.
random_hue (TextureFloat) : Adds a random offest to the hue of the dye color.
random_saturation (TextureFloat) : Adds a random offest to the saturation of the Dye color.
random_tangent (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.
diffuse_indirect_strength (float)
glossy_indirect_strength (float)

BRDFAlSurface

V-Ray port of the alSurface shader (Anders Langlands). This is a multi-purpose uber shader for VFX. [gpuSupport=(partial)]

new BRDFAlSurface()
Properties
bump_map (Texture) : Overall bump map (applied to all components)
bump_amount (TextureFloat) : Bump amount
bump_type (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)
opacity (TextureFloat) : Opacity map
diffuse (Texture) : The diffuse surface color
diffuse_strength (TextureFloat) : The strength of the diffuse component
diffuse_bump_map (Texture) : Additional diffuse bump map
diffuse_bump_amount (TextureFloat) : Diffuse bump amount
diffuse_bump_type (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)
reflect1 (Texture) : The first specular color
reflect1_strength (TextureFloat) : The strength of the first specular component
reflect1_roughness (TextureFloat) : The roughness of the first specular component
reflect1_ior (TextureFloat) : The IOR for the first specular component
reflect1_distribution (int) : The BRDF distribution type for the first specular component (0 - Beckmann, 1 - GGX)
reflect1_bump_map (Texture) : Additional bump map for the first specular component
reflect1_bump_amount (TextureFloat) : Additional bump amount for the first specular component
reflect1_bump_type (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)
reflect2 (Texture) : The second specular color
reflect2_strength (TextureFloat) : The strength of the second specular component
reflect2_roughness (TextureFloat) : The roughness of the second specular component
reflect2_ior (TextureFloat) : The IOR for the second specular component
reflect2_distribution (int) : The BRDF distribution type for the second specular component (0 - Beckmann, 1 - GGX)
reflect2_bump_map (Texture) : Additional bump map for the second specular component
reflect2_bump_amount (TextureFloat) : Additional bump amount for the second specular component
reflect2_bump_type (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)
sss_mix (TextureFloat) : Mix between the diffuse component and the SSS component
sss_mode (int) : Sub-surface scattering mode (0 - diffusion; 1 - directional)
sss_density_scale (float) : Scale for the SSS effect; smaller values make light go deeper into the object
sss1_weight (TextureFloat) : Weight of the first SSS component
sss1_color (Texture) : Color of the first SSS component
sss1_radius (TextureFloat) : Radius for the first SSS component. Larger values cause light to go deeper into the surface
sss2_weight (TextureFloat) : Weight of the second SSS component
sss2_color (Texture) : Color of the second SSS component
sss2_radius (TextureFloat) : Radius for the second SSS component. Larger values cause light to go deeper into the surface
sss3_weight (TextureFloat) : Weight of the third SSS component
sss3_color (Texture) : Color of the third SSS component
sss3_radius (TextureFloat) : Radius for the third SSS component. Larger values cause light to go deeper into the surface
reflect_max_depth (int) : Maximum depth for reflections; set to -1 to use the global depth
reflect_subdivs (int) : Subdivs for sampling reflections when local subdivs are enabled
sss_subdivs (int) : Subdivs for sampling SSS when local subdivs are enabled
consider_all_objects (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.

BRDFBlinn

BRDF with the popular general use Blinn reflection model. Consider using BRDFVRayMtl with type Blinn instead. [gpuSupport=(partial)]

new BRDFBlinn()
Properties
color (Color)
color_tex (Texture) : Base color texture
color_tex_mult (float)
transparency (Color)
transparency_tex (Texture) : Base transparency texture
transparency_tex_mult (float)
cutoff (float)
back_side (boolean)
trace_reflections (boolean)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
affect_alpha (int) : Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
reflect_exit_color (Texture) : The color to use when the maximum depth is reached
reflect_dim_distance_on (boolean) : True to enable dim distance
reflect_dim_distance (float) : How much to dim reflection as length of rays increases
reflect_dim_distance_falloff (float) : Fall off for the dim distance
hilightGlossiness (float)
hilightGlossiness_tex (TextureFloat)
hilightGlossiness_tex_mult (float)
reflectionGlossiness (float)
reflectionGlossiness_tex (TextureFloat)
reflectionGlossiness_tex_mult (float)
subdivs (int)
glossyAsGI (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
soften_edge (float) : Soften edge of the BRDF at light/shadow transition
interpolation_on (int)
imap_min_rate (int)
imap_max_rate (int)
imap_color_thresh (float)
imap_norm_thresh (float)
imap_samples (int)
anisotropy (TextureFloat) : Reflection anisotropy in the range (-1, 1)
anisotropy_uvwgen (Plugin)
anisotropy_rotation (TextureFloat) : Anisotropy rotation in the range [ 0, 1 ]
fix_dark_edges (boolean) : true to fix dark edges with glossy reflections; only set this to false for compatibility with older versions

BRDFBump

Wrapper for other BRDF plugins that adds bump/normal mapping [gpuSupport=(partial)]

new BRDFBump()
Properties
base_brdf (Plugin) : Base BRDF
bump_tex_color (Texture) : Bump texture
bump_tex_float (TextureFloat) : Bump texture
bump_tex_mult (float) : Bump amount
bump_tex_mult_tex (TextureFloat) : Bump amount texture
bump_tex (Plugin) : Bump texture; this is deprecated, use bump_tex_color or bump_tex_float
bump_shadows (boolean) : true to offset the surface shading point, in addition to the normal
map_type (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)
normal_uvwgen (Plugin) : The uvw generator for the normal map texture when map_type is 1.
maya_compatible (boolean) : When this is true the BRDFBump will try to match the Maya bump/normal mapping
compute_bump_for_shadows (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)
bump_delta_scale (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.
normal_map_mult (float) : Multiplier applied to the normal map
additional_bump (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).
bump_map_mult (float) : Multiplier applied to the additional bump map
units (int) : The units for the bump amount (0 - default scene units; 1 - cm). Only valid if the mode is 0 ("bump map")
blue2Z_mapping_method (int) : Mapping method of the B->Z. 0 : B [ 0, 1 ] -> Z [ 0, 1 ] . 1 (default) : B [ 0, 1 ] -> Z [ -1, 1 ]
channels (List<Plugin>) : Render channels the result of this BRDF will be written to

BRDFCarPaint

V-Ray car paint BRDF with base layer, coating and flakes [gpuSupport=(partial)]

new BRDFCarPaint()
Properties
base_color (Texture)
base_reflection (TextureFloat)
base_glossiness (TextureFloat)
base_traceReflections (boolean) : Toggle reflections for base layer
base_bump_float (TextureFloat) : Bump texture for the base layer
base_bump_color (Texture) : Bump texture for the base layer (color version)
base_bump_amount (TextureFloat) : Bump amount for the base layer
base_bump_type (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)
flake_color (Texture)
flake_glossiness (TextureFloat)
flake_orientation (TextureFloat)
flake_density (float)
flake_scale (float)
flake_size (float)
flake_map_size (int) : The size of the internal flakes map
flake_filtering_mode (int) : Flake filtering mode (0 - simple; 1 - directional)
flake_seed (int) : The random seed for the flakes
flake_uvwgen (Plugin)
mapping_type (int) : The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
mapping_channel (int) : The mapping channel when the mapping_type is 0
flake_traceReflections (boolean) : Toggle reflections for flake layer
coat_color (Texture)
coat_strength (TextureFloat)
coat_glossiness (TextureFloat) : The glossiness of the coat layer
coat_traceReflections (boolean) : Toggle reflections for coat layer
coat_bump_float (TextureFloat) : Bump texture for the coat layer
coat_bump_color (Texture) : Bump texture for the coat layer (color version)
coat_bump_amount (TextureFloat) : Bump amount for the coat layer
coat_bump_type (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)
traceReflections (boolean)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
doubleSided (boolean)
subdivs (int)
cutoff_threshold (float)
use_environment_override (boolean) : True to use the 'environment override' texture.
environment_override (Texture) : Environment override texture
environment_priority (int) : Environment override priority (used when several materials override it along a ray path)
lpe_label (String) : Light path expressions material label which can be used to identify the material

BRDFCarPaint2

V-Ray car paint BRDF with base layer, coating and flakes [gpuSupport=(partial)]

new BRDFCarPaint2()
Properties
base_color (Texture)
base_reflection (TextureFloat)
base_glossiness (TextureFloat)
base_glossiness_tail (TextureFloat)
base_traceReflections (boolean) : Toggle reflections for base layer
base_bump_float (TextureFloat) : Bump texture for the base layer
base_bump_color (Texture) : Bump texture for the base layer (color version)
base_bump_amount (TextureFloat) : Bump amount for the base layer
base_bump_type (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)
flake_color (Texture)
flake_random_color (Texture) : Texture to sample random flake colors from
flake_orientation (TextureFloat)
flake_orientation_tail (float)
flake_glossiness (float)
flake_density (float)
flake_scale (float)
flake_scale_triplanar (float)
flake_size (float)
flake_map_size (int) : The size of the internal flakes map
flake_seed (int) : The random seed for the flakes
flake_uvwgen (Plugin)
mapping_type (int) : The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
mapping_channel (int) : The mapping channel when the mapping_type is 0
flake_traceReflections (boolean) : Toggle reflections for flake layer
flake_bin_subdivs (int) : Square root of the total number bins used for flakes filtering
coat_color (Texture)
coat_amount (TextureFloat)
coat_ior (TextureFloat)
coat_glossiness (TextureFloat) : The glossiness of the coat layer
coat_traceReflections (boolean) : Toggle reflections for coat layer
coat_bump_float (TextureFloat) : Bump texture for the coat layer
coat_bump_color (Texture) : Bump texture for the coat layer (color version)
coat_bump_amount (TextureFloat) : Bump amount for the coat layer
coat_bump_type (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)
traceReflections (boolean)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
doubleSided (boolean)
subdivs (int)
cutoff_threshold (float)
use_environment_override (boolean) : True to use the 'environment override' texture.
environment_override (Texture) : Environment override texture
environment_priority (int) : Environment override priority (used when several materials override it along a ray path)
lpe_label (String) : Light path expressions material label which can be used to identify the material

BRDFCookTorrance

BRDF using the Cook-Torrance microfacet model. [gpuSupport=(partial)]

new BRDFCookTorrance()
Properties
color (Color)
color_tex (Texture) : Base color texture
color_tex_mult (float)
transparency (Color)
transparency_tex (Texture) : Base transparency texture
transparency_tex_mult (float)
cutoff (float)
back_side (boolean)
trace_reflections (boolean)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
affect_alpha (int) : Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
reflect_exit_color (Texture) : The color to use when the maximum depth is reached
reflect_dim_distance_on (boolean) : True to enable dim distance
reflect_dim_distance (float) : How much to dim reflection as length of rays increases
reflect_dim_distance_falloff (float) : Fall off for the dim distance
hilightGlossiness (float)
hilightGlossiness_tex (TextureFloat)
hilightGlossiness_tex_mult (float)
reflectionGlossiness (float)
reflectionGlossiness_tex (TextureFloat)
reflectionGlossiness_tex_mult (float)
subdivs (int)
glossyAsGI (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
soften_edge (float) : Soften edge of the BRDF at light/shadow transition
interpolation_on (int)
imap_min_rate (int)
imap_max_rate (int)
imap_color_thresh (float)
imap_norm_thresh (float)
imap_samples (int)
anisotropy (TextureFloat) : Reflection anisotropy in the range (-1, 1)
anisotropy_uvwgen (Plugin)
anisotropy_rotation (TextureFloat) : Anisotropy rotation in the range [ 0, 1 ]
fix_dark_edges (boolean) : true to fix dark edges with glossy reflections; only set this to false for compatibility with older versions

BRDFCSV

Experimental BRDF using csv files from a material scanner [gpuSupport=(none)]

new BRDFCSV()
Properties
transparency (Color)
transparency_tex (Texture)
transparency_tex_mult (float)
cutoff (float)
back_side (boolean)
trace_reflections (boolean)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
affect_alpha (int) : Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
reflect_exit_color (Texture) : The color to use when the maximum depth is reached
reflect_dim_distance (float) : How much to dim reflection as length of rays increases
reflect_dim_distance_on (boolean) : True to enable dim distance
reflect_dim_distance_falloff (float) : Fall off for the dim distance
glossyAsGI (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
subdivs (int)
csv_path (String)
csv_color_filter (Color)

BRDFDiffuse

Simple fully diffuse BRDF (lambertian). Use BRDFVRayMtl instead of BRDFDiffuse+BRDFLayered for layering, if possible [gpuSupport=(partial)]

new BRDFDiffuse()
Properties
color (Color) : Color of the material.
color_tex (Texture) : Color of the material using a texture.
color_tex_mult (float) : Blends between color and color_tex. A value of 0 results in color being used. A value of 1 results in color_tex.
transparency (Color) : The transparency of the material.
transparency_tex (Texture) : The transparency of the material using a texture.
transparency_tex_mult (float) : Blends between transparency and transparency_tex. A value of 0 results in transparency being used. A value of 1 results in transparency_tex.
roughness (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).
use_irradiance_map (boolean) : When enabled V-Ray can use cached GI solutions (irradiance map/light cache) to approximate the diffuse portion of the BRDF.
color_tex_alpha_as_transparency (boolean) : Use the alpha of color_tex as transparency.

BRDFDiffuse_forSSS

This plugin should be used instead of BRDFDiffuse if the VolumeScatterFog is used for the SSS effect [gpuSupport=(none)]

new BRDFDiffuse_forSSS()
Properties
color (Color) : Color of the material.
color_tex (Texture) : Color of the material using a texture.
color_tex_mult (float) : Blends between color and color_tex. A value of 0 results in color being used. A value of 1 results in color_tex.
transparency (Color) : The transparency of the material.
transparency_tex (Texture) : The transparency of the material using a texture.
transparency_tex_mult (float) : Blends between transparency and transparency_tex. A value of 0 results in transparency being used. A value of 1 results in transparency_tex.
back_color (Texture) : Color on the back sides of the material
roughness (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).
use_irradiance_map (boolean) : When enabled V-Ray can use cached GI solutions (irradiance map/light cache) to approximate the diffuse portion of the BRDF.

BRDFFiltering

Normal map filtering techniques [gpuSupport=(none)]

new BRDFFiltering()
Properties
hilight_glossiness (TextureFloat)
roughness (float) : Roughness of the GGX Smith shadowing-masking associated with the normal map.
alpha (float) : minValue=(0.005), maxValue=(1), GGX roughness of the Beckmann lobe assigned on the normal map (mode:0, 1, 3).
subdivs (int)
reflect_filter (Texture) : Flakes reflection filter color.
mapping_type (int) : The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
map_channel (int) : The mapping channel when the mapping_type is 0
brdf_type (int) : BRDF type (0 - Beckmann, 1 - GGX)
normal_map (Texture) : The normal map texture
bin_subdivs (int) : Resolution of the bin discretization.
bump_amount (float) : Bump vector multiplier
mode (int) : Mode: 0 - no filtering; 1 - LEAN mapping; 3 - Beckmann roughness filtering; 4 - single bin NDF evaluation
filtering_mode (int) : Filtering mode: 0 - isotropic; 1 - elliptical; 2 - elliptical approx
normals_transform_type (int) : Normals transform type: 0 - rotation; 1 - inverse transpose;

BRDFFlakes

This BRDF provides only the flakes part of BRDFCarPaint. The result is random glitters. [gpuSupport=(partial)]

new BRDFFlakes()
Properties
flake_color (Texture)
flake_glossiness (TextureFloat)
flake_orientation (TextureFloat)
flake_density (float)
flake_scale (float)
flake_size (float)
flake_map_size (int) : The size of the internal flakes map
flake_filtering_mode (int) : Flake filtering mode (0 - simple; 1 - directional)
flake_seed (int) : The random seed for the flakes
flake_uvwgen (Plugin)
mapping_type (int) : The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
mapping_channel (int) : The mapping channel when the mapping_type is 0
traceReflections (boolean)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
doubleSided (int)
subdivs (int)
cutoff_threshold (float)
use_environment_override (boolean) : True to use the 'environment override' texture.
environment_override (Texture) : Environment override texture
environment_priority (int) : Environment override priority (used when several materials override it along a ray path)

BRDFFlakes2

This BRDF provides only the flakes part of BRDFCarPaint2. The result is random glitters. [gpuSupport=(partial)]

new BRDFFlakes2()
Properties
flake_color (Texture)
flake_random_color (Texture) : Texture to sample random flake colors from
flake_orientation (TextureFloat)
flake_orientation_tail (float)
flake_glossiness (float)
flake_density (float)
flake_scale (float)
flake_scale_triplanar (float)
flake_size (float)
flake_map_size (int) : The size of the internal flakes map
flake_seed (int) : The random seed for the flakes
flake_uvwgen (Plugin)
flake_bin_subdivs (int) : Square root of the total number bins used for flakes filtering
mapping_type (int) : The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
mapping_channel (int) : The mapping channel when the mapping_type is 0
traceReflections (boolean)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
doubleSided (boolean)
subdivs (int)
cutoff_threshold (float)
use_environment_override (boolean) : True to use the 'environment override' texture.
environment_override (Texture) : Environment override texture
environment_priority (int) : Environment override priority (used when several materials override it along a ray path)

BRDFGGX

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)]

new BRDFGGX()
Properties
color (Color)
color_tex (Texture) : Base color texture
color_tex_mult (float)
transparency (Color)
transparency_tex (Texture) : Base transparency texture
transparency_tex_mult (float)
cutoff (float)
back_side (boolean)
trace_reflections (boolean)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
affect_alpha (int) : Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
reflect_exit_color (Texture) : The color to use when the maximum depth is reached
reflect_dim_distance_on (boolean) : True to enable dim distance
reflect_dim_distance (float) : How much to dim reflection as length of rays increases
reflect_dim_distance_falloff (float) : Fall off for the dim distance
hilightGlossiness (float)
hilightGlossiness_tex (TextureFloat)
hilightGlossiness_tex_mult (float)
reflectionGlossiness (float)
reflectionGlossiness_tex (TextureFloat)
reflectionGlossiness_tex_mult (float)
subdivs (int)
glossyAsGI (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
soften_edge (float) : Soften edge of the BRDF at light/shadow transition
interpolation_on (int)
imap_min_rate (int)
imap_max_rate (int)
imap_color_thresh (float)
imap_norm_thresh (float)
imap_samples (int)
anisotropy (TextureFloat) : Reflection anisotropy in the range (-1, 1)
anisotropy_uvwgen (Plugin)
anisotropy_rotation (TextureFloat) : Anisotropy rotation in the range [ 0, 1 ]
fix_dark_edges (boolean) : true to fix dark edges with glossy reflections; only set this to false for compatibility with older versions
gtr_gamma (TextureFloat) : How much to increase/decrease the tail of the glossy highlight when using GGX reflection model
new_gtr_anisotropy (boolean) : If true, the new phisically correct GTR anisotropy is used. Otherwise, the old anisotropy that applies to all brdf types is used.

BRDFGlass

Simple refractive BRDF. Consider using BRDFVRayMtl instead. [gpuSupport=(partial)]

new BRDFGlass()
Properties
color (Color)
color_tex (Texture)
color_tex_mult (float)
transparency (Color)
transparency_tex (Texture)
transparency_tex_mult (float)
ior (float) : IOR for the glass; this is ignored if the surface has a volume shader (the volume IOR is used).
cutoff (float)
affect_shadows (boolean)
affect_alpha (int) : Specifies how render channels are propagated through the glass (0 - only the color channel; 1 - color and alpha; 2 - all channels
trace_refractions (boolean)
trace_depth (int) : The maximum refraction bounces (-1 is controlled by the global options)
exit_color_on (boolean)
reflect_exit_color (Texture) : The color to use when the maximum depth is reached
refract_exit_color (Texture) : The color to use when maximum depth is reached when exit_color_on is true
volume (Plugin)
ior_tex (TextureFloat)

BRDFGlassGlossy

Glossy (blurred) refractive BRDF. Consider using BRDFVRayMtl instead. [gpuSupport=(partial)]

new BRDFGlassGlossy()
Properties
color (Color)
color_tex (Texture)
color_tex_mult (float)
transparency (Color)
transparency_tex (Texture)
transparency_tex_mult (float)
ior (float) : IOR for the glass; this is ignored if the surface has a volume shader (the volume IOR is used).
cutoff (float)
affect_shadows (boolean)
affect_alpha (int) : Specifies how render channels are propagated through the glass (0 - only the color channel; 1 - color and alpha; 2 - all channels
trace_refractions (boolean)
trace_depth (int) : The maximum refraction bounces (-1 is controlled by the global options)
exit_color_on (boolean)
reflect_exit_color (Texture) : The color to use when the maximum depth is reached
refract_exit_color (Texture) : The color to use when maximum depth is reached when exit_color_on is true
volume (Plugin)
ior_tex (TextureFloat)
glossiness (float)
glossiness_tex (TextureFloat)
glossiness_tex_mult (float)
subdivs (int)
dispersion_on (int)
dispersion (float)
interpolation_on (int)
imap_min_rate (int)
imap_max_rate (int)
imap_color_thresh (float)
imap_norm_thresh (float)
imap_samples (int)

BRDFHair

Deprecated. Legacy hair shader. Use BRDFHair3 or even better BRDFHair4 instead. [gpuSupport=(none)]

new BRDFHair()
Properties
specular_color_tex (Texture)
specular_power (float)
diffuse_color_tex (Texture) : Diffuse color override; if set - hair color data is ignored.

BRDFHair2

Deprecated. Legacy hair shader. Use BRDFHair3 or even better BRDFHair4 instead. [gpuSupport=(none)]

new BRDFHair2()
Properties
diffuse_color_tex (Texture)
absorption (Texture) : Absorption coeficient, controls the color of the hair
refraction_index (float) : Index of refraction for the hair
diffuse_mult (float) : Multiplier for the Diffuse component
r_mult (float) : Multiplier for the R lobe
r_long_shift (float) : Longitudinal shift for the R lobe
r_long_width (float) : Longitudinal width (stddev.) for the R lobe
tt_mult (float) : Multiplier for the TT lobe
tt_long_shift (float) : Longitudinal shift for the TT lobe
tt_long_width (float) : Longitudinal width (stddev.) for the TT lobe
trt_mult (float) : Multiplier for the TRT lobe
trt_long_shift (float) : Longitudinal shift for the TRT lobe
trt_long_width (float) : Longitudinal width (stddev.) for the TRT lobe
glint_scale (float) : Glint scale factor 0.5 to 5.0
azimuthal_width (float) : Azimuthal width of the caustic from 10 to 25 degrees
fade_range (float) : Fade range for caustic merge (0.2 to 0.4)
caustic_limit (float) : Caustic intensity limit

BRDFHair3

Hair shader based on the Disney paper "An Artist Friendly Hair Shading System" [gpuSupport=(partial)]

new BRDFHair3()
Properties
overall_color (Texture) : Overall color multiplier
transparency (Texture) : Transparency
diffuse_color (Texture) : Diffuse hair color
diffuse_amount (TextureFloat) : Multiplier for the diffuse color
primary_specular (Texture) : Primary specular color
primary_specular_amount (TextureFloat) : Multiplier for the primary specular color
primary_glossiness (TextureFloat) : Primary glossiness
secondary_lock_to_transmission (boolean) : true to derive the secondary specular color from the transmission color
secondary_specular (Texture) : Secondary specular color
secondary_specular_amount (TextureFloat) : Multiplier for the secondary specular color
secondary_glossiness (TextureFloat) : Secondary glossiness
transmission (Texture) : Transmission color
transmission_amount (TextureFloat) : Multiplier for the transmission color
transmission_glossiness_length (TextureFloat) : Transmission glossiness along strand length
transmission_glossiness_width (TextureFloat) : Transmission glossiness across strand width
opaque_for_shadows (boolean) : true to always compute the material as opaque for shadow rays
opaque_for_gi (boolean) : true to always compute the material as opaque for GI rays
simplify_for_gi (boolean) : true to use a simpler and less precise representation of the BRDF for GI rays
use_cached_gi (boolean) : true to use the light cache/irradiance map; false to always use brute force GI for the hair
transmission_in_specular (boolean) : true to put transmission in specular render elements for compositing with light select.
light_multiplier (float) : A multiplier for the direct lighting of the hair; could be useful to brighten up the result when not using GI

BRDFHair4

Artist friendly hair shader based on the Disney paper "A Practical and Controllable Hair and Fur Model for Production Path Tracing" [gpuSupport=(partial)]

new BRDFHair4()
Properties
melanin (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.
pheomelanin (TextureFloat) : The redness (pheomelanin content) of the hair fibre as fraction of all melanin. 1.0 makes the hair redder.
dye_color (Texture) : Color tint to apply to the hair.
transparency (Texture) : Transparency
diffuse_color (Texture) : Diffuse hair color
diffuse_amount (TextureFloat) : Multiplier for the diffuse color
glossiness (TextureFloat) : The glossiness along the hair strand. It primarily controls the width of the highlight, essentially how shiny the hair appears.
primary_glossiness_boost (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.
softness (TextureFloat) : The glossiness across the hair strand. It controls the overall softness of the hair.
highlight_shift (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.
ior (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.
glint_strength (float) : The strength of the second more focused colored highlight.
glint_variation (float) : The amount of random variation along the strand applied to the colored highlights.
glitter_strength (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.
glitter_size (float) : The size of the glitter perturbation pattern. Increasing the value will prolong the pattern.
glint_scale (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.
random_melanin (float) : Adds a random offset to the melanin content of the hair.
random_dye_hue (float) : Adds a random offest to the hue of the Dye color.
random_dye_saturation (float) : Adds a random offest to the saturation of the Dye color.
random_dye_value (float) : Adds a random offest to the value of the Dye color.
gray_hair_density (TextureFloat) : The frequency at which gray hairs appear.
random_glossiness (float) : Adds a random offset to the glossiness of the hair.
random_softness (float) : Adds a random offset to the softness of the hair.
random_highlight_shift (float) : Adds a random offset to the Highlight shift.
random_ior (float) : Adds a random offset to the Index of refration.
random_tangent (float) : Adds a random offset to the hair tangent. Note that this value is scene scale dependent.
primary_tint (Texture) : Color tint to apply to the primary specular component.
secondary_tint (Texture) : Color tint to apply to the secondary specular component.
transmission_tint (Texture) : Color tint to apply to the transmission component.
trace_depth (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.
subdivs (int)
compensate_energy (boolean) : When enabled, V-Ray will try to compensate energy loss due to insufficient ray bounces.

BRDFHOPS

Experimental BRDF using csv files from a material scanner. Extends BRDFCSV with coating and flakes. [gpuSupport=(none)]

new BRDFHOPS()
Properties
transparency (Color)
transparency_tex (Texture)
transparency_tex_mult (float)
cutoff (float)
back_side (boolean)
trace_reflections (boolean)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
affect_alpha (int) : Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
reflect_exit_color (Texture) : The color to use when the maximum depth is reached
reflect_dim_distance (float) : How much to dim reflection as length of rays increases
reflect_dim_distance_on (boolean) : True to enable dim distance
reflect_dim_distance_falloff (float) : Fall off for the dim distance
glossyAsGI (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
subdivs (int)
csv_path (String)
csv_color_filter (Color)
flakes_csv_path (String)
coat_color (Texture)
coat_strength (TextureFloat)
coat_glossiness (TextureFloat) : The glossiness of the coat layer
coat_bump_float (TextureFloat) : Bump texture for the coat layer
coat_bump_color (Texture) : Bump texture for the coat layer (color version)
coat_bump_amount (TextureFloat) : Bump amount for the coat layer
coat_bump_type (int) : The type of bump mapping (see BRDFBump for more details)
coat_traceReflections (int) : Toggle reflections for coat layer
coat_subdivs (int)
enabled_layers (int) : Enabled layers ORmask (1 - base, 2 - flakes, 4 - coat)
flake_scale (float) : Flake scale - aparent flakes size in the real world
flake_size (float) : Flake size multiplier (larger values = more flake overlap)
flake_traceReflections (int) : Toggle reflections for flake layer
doubleSided (int)
flake_glossiness (float) : Flake glossiness (only if reflections are enabled)
environment_override (Texture) : Environment override texture
environment_priority (int)

BRDFLayered

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)]

new BRDFLayered()
Properties
brdfs (List<Plugin>)
weights (List<Texture>)
opacities (List<float>) : The opacity of each coat texture
transparency (Color)
transparency_tex (Texture)
transparency_tex_mult (float)
additive_mode (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)
channels (List<Plugin>) : Render channels the result of this BRDF will be written to

BRDFLight

Self-illuminating BRDF. The exact color value goes into the image (no 'shading'). Do not use instead of proper light sources. [gpuSupport=(partial)]

new BRDFLight()
Properties
color (Texture) : The self-illumination color
colorMultiplier (TextureFloat) : Color Multiplier
transparency (Texture) : Transparency of the BRDF
doubleSided (boolean) : If false, the light color is black for back-facing surfaces
emitOnBackSide (boolean) : Emit on back side
channels (List<Plugin>) : Render channels the result of this BRDF will be written to
compensateExposure (boolean) : Compensate camera exposure
multiplyByOpacity (boolean) : When enabled the color of the light brdf is multiplied by the brdf's opacity ( inverse of the brdf's transparency )
affect_gi (boolean) : When enabled, the light emission affects GI rays and illuminates the scene
transparency_invert (boolean) : Invert transparency (transparency is opacity).

BRDFMirror

Simple specular reflection BRDF [gpuSupport=(partial)]

new BRDFMirror()
Properties
color (Color)
color_tex (Texture) : Base color texture
color_tex_mult (float)
transparency (Color)
transparency_tex (Texture) : Base transparency texture
transparency_tex_mult (float)
cutoff (float)
back_side (boolean)
trace_reflections (boolean)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
affect_alpha (int) : Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
reflect_exit_color (Texture) : The color to use when the maximum depth is reached
reflect_dim_distance_on (boolean) : True to enable dim distance
reflect_dim_distance (float) : How much to dim reflection as length of rays increases
reflect_dim_distance_falloff (float) : Fall off for the dim distance

BRDFModoUnity

Compatibility BRDF for materials imported from Unity [gpuSupport=(full)]

new BRDFModoUnity()
Properties
albedo_mult (Color) : Multiplier for the 'albedo' texture.
albedo (Texture) : The base color is used as the main reflection color for both the dielectric and metallic sub-materials.
metallic (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).
smoothness (TextureFloat) : Smoothness for both the dielectric and metallic sub-materials. Same as V-Ray glossiness.
emissive_mult (Color) : Multiplier for the 'emissive' texture.
emissive (Texture) : Emission color.
emissivelevel (float) : Multiplier for the emissive color.
fresrel0 (float) : Incident fresnel reflection amount for the dielectric sub-material.
reflRays (int) : Number of reflection rays. This is the square of the V-Ray subdivs parameter.
ambient_occlusion_map (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.

BRDFModoUnreal

Compatibility BRDF for materials imported from Unreal [gpuSupport=(full)]

new BRDFModoUnreal()
Properties
base (Texture) : The base color is used as the main reflection color for both the dielectric and metallic sub-materials.
metallic (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).
specular (TextureFloat) : Incident specular amount for the dielectric sub-material.
roughness (TextureFloat) : Roughness for both the dielectric and metallic sub-materials.
emissive (Texture) : Emission color.
opacityUE (TextureFloat) : Opacity of the whole material.
reflRays (int) : Number of reflection rays. This is the square of the V-Ray subdivs parameter.
ambient_occlusion_map (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.

BRDFMultiBump

Wrapper for other BRDF plugins that adds multiple bump/normal maps [gpuSupport=(none)]

new BRDFMultiBump()
Properties
base_brdf (Plugin) : Base BRDF
bump_tex_0 (Texture) : Bump texture
bump_mult_0 (TextureFloat) : Bump multipler 0
map_type_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)
bump_tex_1 (Texture) : Bump texture
bump_mult_1 (TextureFloat) : Bump multipler 0
map_type_1 (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)
bump_tex_2 (Texture) : Bump texture
bump_mult_2 (TextureFloat) : Bump multipler 0
map_type_2 (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)
bump_tex_3 (Texture) : Bump texture
bump_mult_3 (TextureFloat) : Bump multipler 0
map_type_3 (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)
normal_uvwgen (Plugin) : The uvw generator for the normal map texture when map_type is 1.

BRDFPhong

BRDF with the popular but simplistic Phong reflection model. Consider using BRDFVRayMtl with type Phong instead. [gpuSupport=(partial)]

new BRDFPhong()
Properties
color (Color)
color_tex (Texture) : Base color texture
color_tex_mult (float)
transparency (Color)
transparency_tex (Texture) : Base transparency texture
transparency_tex_mult (float)
cutoff (float)
back_side (boolean)
trace_reflections (boolean)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
affect_alpha (int) : Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
reflect_exit_color (Texture) : The color to use when the maximum depth is reached
reflect_dim_distance_on (boolean) : True to enable dim distance
reflect_dim_distance (float) : How much to dim reflection as length of rays increases
reflect_dim_distance_falloff (float) : Fall off for the dim distance
hilightGlossiness (float)
hilightGlossiness_tex (TextureFloat)
hilightGlossiness_tex_mult (float)
reflectionGlossiness (float)
reflectionGlossiness_tex (TextureFloat)
reflectionGlossiness_tex_mult (float)
subdivs (int)
glossyAsGI (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
soften_edge (float) : Soften edge of the BRDF at light/shadow transition
interpolation_on (int)
imap_min_rate (int)
imap_max_rate (int)
imap_color_thresh (float)
imap_norm_thresh (float)
imap_samples (int)

BRDFSampled

Experimental measured BRDF plugin [gpuSupport=(none)]

new BRDFSampled()
Properties
color (Color)
color_tex (Texture)
color_tex_mult (float)
transparency (Color)
transparency_tex (Texture)
transparency_tex_mult (float)
cutoff (float)
subdivs (int)
back_side (boolean)
brdf_bitmap (Plugin)
brdf_nsamples_d_theta (int) : Number of d_theta samples
brdf_nsamples_d_phi (int) : Number of d_phi samples (1 means isotropic BRDF)
brdf_importance_sampling_on (boolean) : true to use importance sampling for the reflections
brdf_importance_sampling_resolution (int) : Resolution for the resampling of the BRDF used for importance sampling of reflections
brdf_importance_sampling_view_terms (int) : Number of terms to decompose the view-dependent portion of the resampling matrix
brdf_importance_sampling_half_terms (int) : Number of terms to decompose the half-angle portion of the resampling matrix

BRDFScanned

Scanned material BRDF plugin for VRay

new BRDFScanned()
Properties
file (String)
paintcolor (Texture) : Paint replacement color
filtercolor (Texture) : Filter color
ccmult (Texture) : Clear Coat Multiplier
uvwgen (Plugin)
tiling_factor (float) : Global multiplier for U and V coordinates.
param_block (List<int>) : All parameters serialized to a binary param block
plain (int) : Option to disable the texturing
invgamma (float) : Inverse gamma factor
saturation (float) : Saturation control
DepthMul (float) : Displacement and parallax multiplier
filter (Color) : Multiplier filter color
uvtrans (Transform) : UV mapping transformation
bumpmul (float) : Altitude sensitive Bump multiplier, applied gradually below the bumpstart altitude
bumpstart (float) : The altitude where the Bump multiplier starts to appear
cutoff (float) : Stop tracing ray weight
mapChannel (int) : UV mapping channel
trace_depth (int) : Limit of the ray depth
ccior (float) : Clear coat index of refraction
cchlight (int) : Enable the direct light response of the clear coat
ccbump (float) : Clear coat bump multiplier
UnfRefl (int) : Disable the importance sampler, all the rays are spawned uniformly
twoside (int) : Render the material on both the geometry sides
displace (int) : Enable the the edge displacement
notransp (int) : Disample the transparency/translucency
paintstrength (float) : Strength of the paint replacement filter
fltstrength (float) : Strength of the multiplier filter
NoCachedGI (int) : Disable the use of cached light regardless of the selected GI engine
ccmetalrefl (float) : Introduce coloring of the clear coat reflections by the underlaying material
ccmul (float) : Clear coat reflections general multiplier
triplanar (int) : Triplanar control flags, 1 enable, 2 random offset, 4 random rotation
BWforGI (int) : Colorless GI switch, used when the paint will be replaced on post
ccglossy (float) : Clear coat glossiness in rad^-1 units
ccglossyvar (float) : Clear coat glossiness fall off variation
sssmul (float) : SSS multiplier, the bigger value increases the scattering distance
uvflags (int) : UV mapping control flags (mirror alternating)
usedmaps (int) : Enable flags of the maps (ior,filter,paint)

BRDFScatterVolume

Sub-surface scattering based on random walk SSS [gpuSupport=(none)]

new BRDFScatterVolume()
Properties
overall_color (Texture) : Overall multiplier for both the color and the scatter color.
color_mode (int) : The color mode (0 - diffuse reflectance and scatter radius, 1 - scatter coefficient and fog color).
color (Texture) : Color.
scatter_color (Texture) : Scatter color (radii for red/green/blue scattering).
radius (float) : Scatter radius.
radius_mult (TextureFloat) : Radius multipler between 0 and 1.
phase_function (float) : Phase function (-1.0 is backward scattering, 0.0 is isotropic, 1.0 is forward scattering).
bounces (int) : Number of scatter bounces.
subdivs (int) : Subdivs when using local subdivisions.
light_multiplier (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.

BRDFSkinComplex

Subsurface scattering BSDF with three depth layers designed for skin shading [gpuSupport=(none)]

new BRDFSkinComplex()
Properties
scale (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
max_sss_amount (TextureFloat) : The maximum summed weight of the SSS components
max_reflection_amount (TextureFloat) : The maximum summed weight of the reflection components
opacity (Texture) : Opacity
diffuse_color (Texture)
diffuse_amount (TextureFloat)
shallow_color (Texture)
shallow_amount (TextureFloat)
shallow_radius (TextureFloat) : The radius for shallow scattering, in cm
medium_color (Texture)
medium_amount (TextureFloat)
medium_radius (TextureFloat) : The radius for medium scattering, in cm
deep_color (Texture)
deep_amount (TextureFloat)
deep_radius (TextureFloat) : The radius for deep scattering, in cm
primary_reflecton_color (Texture)
primary_reflection_amount (TextureFloat)
primary_reflection_glossiness (TextureFloat)
primary_reflection_subdivs (int)
primary_reflection_fresnel (boolean)
primary_reflection_fresnel_ior (float)
secondary_reflecton_color (Texture)
secondary_reflection_amount (TextureFloat)
secondary_reflection_glossiness (TextureFloat)
secondary_reflection_subdivs (int)
secondary_reflection_fresnel (boolean)
secondary_reflection_fresnel_ior (float)
multiple_scattering (int) : The algorithm used to compute multiple scattering: 0 - prepass-based illumination map; 1 - object space illumination map; 2 - raytraced; 3 - none (diffuse approx.)
scatter_gi (boolean) : true to enable scattering of GI rays
raytraced_scatter_textures (boolean) : true to scatter SSS textures when using raytraced scattering
raytraced_subdivs (int)
prepass_rate (int) : Sampling density for the illumination map
prepass_id (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
prepass_interpolation_accuracy (float) : Interpolation accuracy for the illumination map; normally 1.0 is fine.
geom_auto_density (boolean)
geom_samples_per_unit_area (float)
geom_surface_offset (float) : An offset along the geometric surface normal at which to perform shading in order to avoid surface acne.
geom_preview_samples (boolean)
geom_max_distance (float)
geom_background_color (Color)
geom_samples_color (Color)
option_reflections_trace (boolean)
option_reflections_maxDepth (int)
option_reflections_cutoff (float)
channels (List<Plugin>) : Render channels the result of this BRDF will be written to

BRDFSSS

Deprecated. Legacy subsurface scattering shader. Use BRDFSSS2/Complex or BRDFSkinComplex instead. [gpuSupport=(none)]

new BRDFSSS()
Properties
color (Color)
color_tex (Texture)
color_tex_mult (float)
translucency (Color)
translucency_tex (Texture)
translucency_tex_mult (float)
glossiness (float)
glossiness_tex (TextureFloat)
glossiness_tex_mult (float)
subdivs (int)
thickness (float)
scatter_coeff (float)
scatter_direction (float)

BRDFSSS2

BSDF with only the subsuface scattering layer of the BRDFSSS2Complex shader [gpuSupport=(partial)]

new BRDFSSS2()
Properties
prepass_rate (int) : Sampling density for the illumination map
interpolation_accuracy (float) : Interpolation accuracy for the illumination map; normally 1.0 is fine.
scale (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
ior (float)
diffuse_reflectance (Texture)
scatter_radius (Texture) : This is measured in centimeters
scatter_radius_mult (TextureFloat) : The scatter radius will be multiplied by this number
subdivs (int)
phase_function (float)
single_scatter (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
front_scatter (boolean)
back_scatter (boolean)
scatter_gi (boolean)
prepass_lod_threshold (float)
prepass_blur (float)
prepass_id (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
linear_workflow (boolean) : Set to true to apply the inverse of gamma correction
color_mode (int) : Determines the meaning of the two colors: 0 - diffuse surface reflectance and scatter radius; 1 - scatter coefficient and fog color
geometry_based_sampling (int)
samples_per_unit_area (float)
surface_offset (float) : An offset along the geometric surface normal at which to perform shading in order to avoid surface acne.
preview_samples (int)
max_distance (float)
background_color (Color)
samples_color (Color)

BRDFSSS2Complex

A layered BSDF with subsuface scattering, diffuse, reflective and transparency components [gpuSupport=(partial)]

new BRDFSSS2Complex()
Properties
scale (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
ior (float)
opacity (TextureFloat) : Opacity texture
overall_color (Texture)
diffuse_color (Texture)
diffuse_amount (TextureFloat)
sub_surface_color (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
scatter_radius (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
scatter_radius_mult (TextureFloat) : The scatter color will be multiplied by this number
phase_function (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.
color_mode (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
specular_color (Texture) : Specifies the specular color for the material.
specular_amount (TextureFloat) : Specifies the strength of the specular component for the material.
specular_glossiness (TextureFloat) : Determines the glossiness (highlights shape). A value of 1.0 produces sharp reflections, lower values produce more blurred reflections and highlights.
specular_subdivs (int)
cutoff_threshold (float) : Specifies a threshold below which reflections are not traced.
trace_reflections (boolean) : Enables the calculations of glossy reflections. When disabled, only highlights are calculated.
reflection_depth (int) : Specifies the number of reflection bounces for the material.
geometry_based_sampling (int) : 0 - Prepass-based illumination map; 1 - Object-based illumination map; 2 - Raytraced; 3 - None (diffuse approx.);
prepass_rate (int) : Sampling density for the illumination map
prepass_id (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
prepass_mode (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
prepass_fileName (String) : File path template for saved irradiance map files, frame number is appended for modes 1 and 2.
auto_density (boolean) : If this parameter is true then 'Samples per unit area' will be computed automatically.
samples_per_unit_area (float)
surface_offset (float) : An offset along the geometric surface normal at which to perform shading in order to avoid surface acne.
preview_samples (boolean)
max_distance (float)
background_color (Color)
samples_color (Color)
single_scatter (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
subdivs (int) : Single scatter subdivisions
refraction_depth (int)
front_scatter (boolean)
back_scatter (boolean)
scatter_gi (boolean)
interpolation_accuracy (float) : Interpolation accuracy for the illumination map; normally 1.0 is fine.
prepass_blur (float)
consider_all_objects (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.
channels (List<Plugin>) : Render channels the result of this BRDF will be written to
linear_workflow (boolean) : Set to true to apply the inverse of gamma correction

BRDFStochasticFlakes

This BRDF provides highly efficient and controllable flakes/glitters for materials like snow, metallic paints etc. [gpuSupport=(partial)]

new BRDFStochasticFlakes()
Properties
enable_flakes (boolean) : Turn on the stochastic flakes. If this option is off, the underlying smooth distribution is used.
num_flakes (int) : The square root of the number of flakes per unit area in the texture space.
hilight_glossiness (TextureFloat)
blur_angle (float) : The angle of the cone, in which flakes transfer light. The more narrow the angle the sharper the flakes.
subdivs (int)
reflect_filter (Texture) : Flakes reflection filter color.
mapping_type (int) : The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
uvwgen (Plugin) : If specified and mapping type is Explicit mapping channel, will be used instead of map_channel.
map_channel (int) : The mapping channel when the mapping_type is 0
flake_scale (float) : Locally scale the flakes pattern.
brdf_type (int) : BRDF type (0 - Beckmann, 1 - GGX)
seed (int) : Seed generating completely different random pattern
colored_flakes_option (int) : Colored flakes option (0 - Off, 1 - Random hue, 2 - Random from map)
saturation (float) : Flake color saturation
lightness (float) : Flake color lightness
random_color_map (Texture) : Texture to sample random flake colors. The u coordinate is sampled in uv space.
white_average (boolean) : Normalize flakes colors to be white (1, 1, 1) on avarage.
tex_subdivs (int) : The subdivisions of a unit square in texture space. Increase only if you observe square-like artefacts in zoomed regions.
blend_min (float) : Number of flakes per pixel, below which the smooth distribution is not computed and blended.
blend_max (float) : Number of flakes per pixel, above which only the smooth distribution is computed.

BRDFThunderLoom

Cloth and fabric BRDF

new BRDFThunderLoom()
Properties
filepath (String) : File path to pattern file
uscale (float) : Scale factor for u coordinate
vscale (float) : Scale factor for v coordinate
uvrotation (float) : Rotation of the uv coordinates
bend (List<TextureFloat>) : How much each visible yarn segment gets bent.
yarnsize (List<TextureFloat>) : Width of yarn.
twist (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.
phase_alpha (List<TextureFloat>) : Alpha value. Constant term to the fiber scattering function.
phase_beta (List<TextureFloat>) : Beta value. Directionality intensity of the fiber scattering function.
specular_color (List<Texture>) : Color of the specular reflections. This will implicitly affect the strength of the diffuse reflections.
specular_color_amount (List<TextureFloat>) : Factor to multiply specular color with.
specular_noise (List<TextureFloat>) : Noise on specular reflections.
highlight_width (List<TextureFloat>) : Width over which to average the specular reflections. Gives wider highlight streaks on the yarns.
diffuse_color (List<Texture>) : Diffuse color.
diffuse_color_amount (List<TextureFloat>) : Factor to multiply diffuse color with.
bend_on (List<boolean>)
yarnsize_on (List<boolean>)
twist_on (List<boolean>)
phase_alpha_on (List<boolean>)
phase_beta_on (List<boolean>)
specular_color_on (List<boolean>)
specular_color_amount_on (List<boolean>)
specular_noise_on (List<boolean>)
highlight_width_on (List<boolean>)
diffuse_color_on (List<boolean>)
diffuse_color_amount_on (List<boolean>)

BRDFToonMtl

BRDF for cartoon style (a.k.a. Cel) shading with flat color and sudden transitions [gpuSupport=(none)]

new BRDFToonMtl()
Properties
opacity_source (int) : Choose between grayscale (0) or colored (1) opacity.
opacity (TextureFloat) : The opacity of the material
opacity_color (Texture) : The color opacity map of the material
opacity_mode (int) : The opacity mode (0 - Normal, 1 - Clip, 2 - Stochastic)
diffuse (Texture) : The diffuse color of the material
roughness (TextureFloat) : The roughness of the diffuse part of the material
roughness_model (int) : The roughness model. 0 - Gamma-based; 1 - Oren-Nayar
self_illumination (Texture) : The self-illumination color of the material
self_illumination_gi (boolean) : True if the self-illumination should affect GI
compensate_camera_exposure (boolean) : True if the camera exposure should be compensated for self-illumination
brdf_type (int) : The BRDF type (0 - Phong, 1 - Blinn, 2 - Ward, 3 - VRay (deprecated, do not use), 4 - GGX)
reflect (Texture) : The reflection color (per-channel reflection factor) of the material
reflect_glossiness (TextureFloat) : The glossiness of the reflections
hilight_glossiness (TextureFloat) : The glossiness of the hilights
hilight_glossiness_lock (boolean) : True to use the reflection glossiness also for hilights (hilight_glossiness is ignored)
gtr_gamma (TextureFloat) : How much to increase/decrease the tail of the glossy highlight when using GGX reflection model
fresnel (boolean) : True to enable Fresnel reflections (angle dependent reflection amount)
fresnel_ior (TextureFloat) : The ior for calculating the Fresnel term
fresnel_ior_lock (boolean) : True to use the refraction ior also for the Fresnel term (fresnel_ior is ignored)
metalness (TextureFloat) : When this is 0.0, the material uses dielectric reflections, and when it is 1.0, metallic reflections are used.
gtr_energy_compensation (int) : 0: No GTR energy compensation, 1: GTR energy compensation with color sharpening, 2: GTR energy compensation without color sharpening.
reflect_subdivs (int) : Subdivs for glossy reflectons
reflect_trace (boolean) : true to trace reflections and false to only do hilights
reflect_depth (int) : The maximum depth for reflections
reflect_exit_color (Color) : The color to use when the maximum depth is reached
hilight_soften (float) : How much to soften hilights and reflections at grazing light angles
reflect_affect_alpha (int) : Determines how reflections affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated
reflect_weight (TextureFloat) : Weight of the reflection (specular) component
reflect_dim_distance_on (boolean) : True to enable dim distance
reflect_dim_distance (float) : How much to dim reflection as length of rays increases
reflect_dim_distance_falloff (float) : Fall off for the dim distance
anisotropy (TextureFloat) : The anisotropy for glossy reflections, from -1 to 1 (0.0 is isotropic reflections)
anisotropy_rotation (TextureFloat) : The rotation of the anisotropy axes, from 0.0 to 1.0
anisotropy_derivation (int) : What method to use for deriving anisotropy axes (0 - local object axis; 1 - a specified uvw generator)
anisotropy_axis (int) : Which local object axis to use when anisotropy_derivation is 0. (0 - X; 1 - Y; 2 - Z)
anisotropy_uvwgen (Plugin) : The uvw generator to use for anisotropy when anisotropy_derivation is 1
new_gtr_anisotropy (boolean) : If true, the new phisically correct GTR anisotropy is used. Otherwise, the old anisotropy that applies to all brdf types is used.
thin_film_on (boolean) : true to enable thin film reflections.
thin_film_thickness_min (float) : The minimum thickness of the thin film layer in nanometers.
thin_film_thickness_max (float) : The maximum thickness of the thin film layer in nanometers.
thin_film_thickness (TextureFloat) : The blend between the minimum and maximum thin film thickness.
thin_film_ior (TextureFloat) : The index of refraction of the thin film.
refract (Texture) : The refraction color of the material. In other words, relative amount of transmitted light for each color channel.
refract_ior (TextureFloat) : The index of refraction
refract_glossiness (TextureFloat) : Glossiness for refractions
refract_subdivs (int) : Subdivs for glossy refractions
refract_trace (boolean) : 1 to trace refractions; 0 to disable them
refract_depth (int) : The maximum depth for refractions
refract_exit_color_on (boolean) : If false, when the maximum refraction depth is reached, the material is assumed transparent, instead of terminating the ray
refract_exit_color (Color) : The color to use when maximum depth is reached when refract_exit_color_on is true
refract_affect_alpha (int) : Determines how refractions affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated
refract_affect_shadows (boolean) : True to enable the refraction to affect the shadows cast by the material (as transparent shadows)
dispersion_on (boolean) : True to enable dispersion
dispersion (float) : Abbe value
refract_thin_walled (boolean) : True to enable thin-walled refraction
fog_color (Color) : The absorption (fog) color
fog_color_tex (Texture) : The absorption (fog) color texture
fog_mult (float) : Multiplier for the absorption
fog_depth (TextureFloat) : Multiplier for the scatter radius. Has the inverse effect as fog_mult and is combined with it.
fog_bias (float) : Bias for the absorption
fog_unit_scale_on (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.
translucency (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)
translucency_color (Texture) : Filter color for the translucency effect
translucency_light_mult (float) : A multiplier for the calculated lighting for the translucency effect
translucency_scatter_dir (float) : Scatter direction (0.0f is backward, 1.0f is forward)
translucency_scatter_coeff (float) : Scattering cone (0.0f - no scattering, 1.0f - full scattering
translucency_thickness (float) : Maximum distance to trace inside the object
translucency_amount (TextureFloat) : Translucency amount for volumetric or SSS translucency
translucency_surfaceLighting (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.
option_shading_model (int) : Shading model to use (0 - V-Ray, 1 - OpenPBR)
option_double_sided (boolean) : true if the material is double-sided
option_reflect_on_back (boolean) : true to compute reflections for back sides of objects
option_glossy_rays_as_gi (int) : Specifies when to treat GI rays as glossy rays (0 - never; 1 - only for rays that are already GI rays; 2 - always
option_cutoff (float) : Specifies a cutoff threshold for tracing reflections/refractions
option_use_irradiance_map (boolean) : false to perform local brute-force GI calculatons and true to use the current GI engine
option_energy_mode (int) : Energy preservation mode for reflections and refractions (0 - color, 1 - monochrome)
option_fix_dark_edges (boolean) : true to fix dark edges for glossy reflections with low samples; only set this to false for compatibility with older versions
option_glossy_fresnel (boolean) : true to enable glossy Fresnel
option_use_roughness (boolean) : true to invert all glossiness values and use roughness instead
use_environment_override (boolean) : True to use the 'environment override' texture.
environment_override (Texture) : Environment override texture
environment_priority (int) : Environment override priority (used when several materials override it along a ray path)
refl_interpolation_on (boolean) : This is deprecated and will be removed. This has no effect
refl_imap_min_rate (int)
refl_imap_max_rate (int)
refl_imap_color_thresh (float)
refl_imap_norm_thresh (float)
refl_imap_samples (int)
refr_interpolation_on (boolean) : This is deprecated and will be removed. This has no effect
refr_imap_min_rate (int)
refr_imap_max_rate (int)
refr_imap_color_thresh (float)
refr_imap_norm_thresh (float)
refr_imap_samples (int)
channels (List<Plugin>) : Render channels in which the result of this material will be written to.
volume (Plugin) : Volume to use for this material. This parameter will make the material ignore the fog and translucency parameters.
sheen_color (Texture) : The sheen color of the material
sheen_amount (TextureFloat) : Value controlling both the amount of dimming and the intensity of the specular highlight of the sheen layer
sheen_glossiness (TextureFloat) : The glossiness of the sheen layer of the material
coat_color (Texture) : The coat color of the material
coat_amount (TextureFloat) : Value controlling both the amount of dimming and the intensity of the specular highlight of the coat layer
coat_glossiness (TextureFloat) : The glossiness of the coat layer of the material
coat_ior (TextureFloat) : The index of refraction of the coat layer of the material
coat_bump_lock (boolean) : Lock the coat bump map to the base bump map
coat_anisotropy (TextureFloat) : The anisotropy for coat reflections, from -1 to 1 (0.0 is isotropic reflections)
coat_anisotropy_rotation (TextureFloat) : The rotation of the coat anisotropy axes, from 0.0 to 1.0
coat_darkening (TextureFloat) : Coat darkening factor for the base diffuse and reflection layers
bump_map (Texture) : Base bump map
bump_amount (TextureFloat) : Bump amount
bump_type (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)
coat_bump_map (Texture) : Coat bump map
coat_bump_amount (TextureFloat) : Coat bump amount
coat_bump_type (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)
lpe_label (String) : Light path expressions material label which can be used to identify the material
diffuse_positions (List<float>)
diffuse_interpolations (List<int>) : 0:None; 1:Linear; 2:Smooth; 3:Spline
diffuse_colors (List<Texture>) : Zone color.
diffuse_gradient_external (Plugin) : If this parameter is set, it will be used instead of diffuse_positions, diffuse_interpolations and diffuse_colors to provide an external gradient.
diffuse_gradation_offset (TextureFloat) : Diffuse gradation offset
diffuse_output_offset (float)
specular_positions (List<float>)
specular_interpolations (List<int>) : 0:None; 1:Linear; 2:Smooth; 3:Spline
specular_colors (List<Texture>) : Zone color.
specular_gradient_external (Plugin) : If this parameter is set, it will be used instead of specular_positions, specular_interpolations and specular_colors to provide an external gradient.
shadow_override_on (boolean)
shadow_color (Texture) : Shadow color
shadow_opacity (float)
light_override_on (boolean)
light_color (Texture) : Light color
light_blend_mode (int) : 0:None; 1:Normal; 2:Over; 3:Add; 4:Subtract; 5:Multiply; 6:Lighten; 7:Darken; 8:Saturate; 9:Desaturate; 10:Illuminate
light_blend_intensity (TextureFloat) : Light Blend Intensity
highlight_type (int) : 0:Shape; 1:Texture
highlight_mask (TextureFloat) : Highlight mask
highlight_positions (List<float>)
highlight_interpolations (List<int>) : 0:None; 1:Linear; 2:Smooth; 3:Spline
highlight_values (List<TextureFloat>) : Highlight shape
highlight_shape_external (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.
highlight_split_g1 (float)
highlight_split_g2 (float)
highlight_rotation (float)
transparency_source (int) : 0:Object ID; 1:Material ID
transparency_ids (List<int>)
transparency_values (List<Texture>) : Transparency values
toon_edge_override_on (boolean) : Enable overriding the toon edge settings for the V-Ray Toon atmospheric objects in the scene.
toon_edge_priority (int) : Priority of this material's toon edges.
lineColor_tex (Texture) : The outer color texture of the cartoon line.
lineWidth_tex (TextureFloat) : Cartoon line width texture.
innerLineControl (boolean) : Use separate color/width parameters for the inner edges.
lineColorInner_tex (Texture) : The color of the cartoon line at inner edges.
lineWidthInner_tex (TextureFloat) : Cartoon line width texture at inner edges.
outerOverlapThreshold_tex (TextureFloat) : This determines when outer edges will be created for overlapping parts of one and the same object.
normalThreshold_tex (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.
overlapThreshold_tex (TextureFloat) : This determines when inner edges will be created for overlapping parts of one and the same object.
maskColorThreshold (float) : This determines when inner edges will be created according to the extra texture.
maskColor (Texture) : This allows additional inner edges to be drawn where the texture changes sharply.

BRDFToonOverride

Wrapper for other BRDF plugins that adds override for VolumeVRayToon

new BRDFToonOverride()
Properties
base_brdf (Plugin) : Base BRDF
lineColor (Color) : The outer color of the cartoon line.
lineColor_tex (Texture) : The outer color texture of the cartoon line.
lineWidth (float) : Cartoon line width.
lineWidth_tex (TextureFloat) : Cartoon line width texture.
innerLineControl (boolean) : Use same lineColor/Width param values for both silhouette and inner edges.
lineColorInner (Color) : The color of the cartoon line at inner edges.
lineColorInner_tex (Texture) : The color of the cartoon line at inner edges.
lineWidthInner (float) : Cartoon line width of inner lines.
lineWidthInner_tex (TextureFloat) : Cartoon line width texture at inner edges.
outerOverlapThreshold (float) : This determines when outer edges will be created for overlapping parts of one and the same object.
normalThreshold (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.
overlapThreshold (float) : This determines when inner edges will be created for overlapping parts of one and the same object.
opacity (float) : Opacity of the cartoon line.
opacity_tex (TextureFloat) : Opacity texture of the cartoon line.

BRDFVRayMtl

General purpose energy preserving BRDF with one diffuse, reflective and refractive layer. Recommended unless you have specific needs it doesn't cover. [gpuSupport=(partial)]

new BRDFVRayMtl()
Properties
opacity_source (int) : Choose between grayscale (0) or colored (1) opacity.
opacity (TextureFloat) : The opacity of the material
opacity_color (Texture) : The color opacity map of the material
opacity_mode (int) : The opacity mode (0 - Normal, 1 - Clip, 2 - Stochastic)
diffuse (Texture) : The diffuse color of the material
roughness (TextureFloat) : The roughness of the diffuse part of the material
roughness_model (int) : The roughness model. 0 - Gamma-based; 1 - Oren-Nayar
self_illumination (Texture) : The self-illumination color of the material
self_illumination_gi (boolean) : True if the self-illumination should affect GI
compensate_camera_exposure (boolean) : True if the camera exposure should be compensated for self-illumination
brdf_type (int) : The BRDF type (0 - Phong, 1 - Blinn, 2 - Ward, 3 - VRay (deprecated, do not use), 4 - GGX)
reflect (Texture) : The reflection color (per-channel reflection factor) of the material
reflect_glossiness (TextureFloat) : The glossiness of the reflections
hilight_glossiness (TextureFloat) : The glossiness of the hilights
hilight_glossiness_lock (boolean) : True to use the reflection glossiness also for hilights (hilight_glossiness is ignored)
gtr_gamma (TextureFloat) : How much to increase/decrease the tail of the glossy highlight when using GGX reflection model
fresnel (boolean) : True to enable Fresnel reflections (angle dependent reflection amount)
fresnel_ior (TextureFloat) : The ior for calculating the Fresnel term
fresnel_ior_lock (boolean) : True to use the refraction ior also for the Fresnel term (fresnel_ior is ignored)
metalness (TextureFloat) : When this is 0.0, the material uses dielectric reflections, and when it is 1.0, metallic reflections are used.
gtr_energy_compensation (int) : 0: No GTR energy compensation, 1: GTR energy compensation with color sharpening, 2: GTR energy compensation without color sharpening.
reflect_subdivs (int) : Subdivs for glossy reflectons
reflect_trace (boolean) : true to trace reflections and false to only do hilights
reflect_depth (int) : The maximum depth for reflections
reflect_exit_color (Color) : The color to use when the maximum depth is reached
hilight_soften (float) : How much to soften hilights and reflections at grazing light angles
reflect_affect_alpha (int) : Determines how reflections affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated
reflect_weight (TextureFloat) : Weight of the reflection (specular) component
reflect_dim_distance_on (boolean) : True to enable dim distance
reflect_dim_distance (float) : How much to dim reflection as length of rays increases
reflect_dim_distance_falloff (float) : Fall off for the dim distance
anisotropy (TextureFloat) : The anisotropy for glossy reflections, from -1 to 1 (0.0 is isotropic reflections)
anisotropy_rotation (TextureFloat) : The rotation of the anisotropy axes, from 0.0 to 1.0
anisotropy_derivation (int) : What method to use for deriving anisotropy axes (0 - local object axis; 1 - a specified uvw generator)
anisotropy_axis (int) : Which local object axis to use when anisotropy_derivation is 0. (0 - X; 1 - Y; 2 - Z)
anisotropy_uvwgen (Plugin) : The uvw generator to use for anisotropy when anisotropy_derivation is 1
new_gtr_anisotropy (boolean) : If true, the new phisically correct GTR anisotropy is used. Otherwise, the old anisotropy that applies to all brdf types is used.
thin_film_on (boolean) : true to enable thin film reflections.
thin_film_thickness_min (float) : The minimum thickness of the thin film layer in nanometers.
thin_film_thickness_max (float) : The maximum thickness of the thin film layer in nanometers.
thin_film_thickness (TextureFloat) : The blend between the minimum and maximum thin film thickness.
thin_film_ior (TextureFloat) : The index of refraction of the thin film.
refract (Texture) : The refraction color of the material. In other words, relative amount of transmitted light for each color channel.
refract_ior (TextureFloat) : The index of refraction
refract_glossiness (TextureFloat) : Glossiness for refractions
refract_subdivs (int) : Subdivs for glossy refractions
refract_trace (boolean) : 1 to trace refractions; 0 to disable them
refract_depth (int) : The maximum depth for refractions
refract_exit_color_on (boolean) : If false, when the maximum refraction depth is reached, the material is assumed transparent, instead of terminating the ray
refract_exit_color (Color) : The color to use when maximum depth is reached when refract_exit_color_on is true
refract_affect_alpha (int) : Determines how refractions affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated
refract_affect_shadows (boolean) : True to enable the refraction to affect the shadows cast by the material (as transparent shadows)
dispersion_on (boolean) : True to enable dispersion
dispersion (float) : Abbe value
refract_thin_walled (boolean) : True to enable thin-walled refraction
fog_color (Color) : The absorption (fog) color
fog_color_tex (Texture) : The absorption (fog) color texture
fog_mult (float) : Multiplier for the absorption
fog_depth (TextureFloat) : Multiplier for the scatter radius. Has the inverse effect as fog_mult and is combined with it.
fog_bias (float) : Bias for the absorption
fog_unit_scale_on (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.
translucency (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)
translucency_color (Texture) : Filter color for the translucency effect
translucency_light_mult (float) : A multiplier for the calculated lighting for the translucency effect
translucency_scatter_dir (float) : Scatter direction (0.0f is backward, 1.0f is forward)
translucency_scatter_coeff (float) : Scattering cone (0.0f - no scattering, 1.0f - full scattering
translucency_thickness (float) : Maximum distance to trace inside the object
translucency_amount (TextureFloat) : Translucency amount for volumetric or SSS translucency
translucency_surfaceLighting (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.
option_shading_model (int) : Shading model to use (0 - V-Ray, 1 - OpenPBR)
option_double_sided (boolean) : true if the material is double-sided
option_reflect_on_back (boolean) : true to compute reflections for back sides of objects
option_glossy_rays_as_gi (int) : Specifies when to treat GI rays as glossy rays (0 - never; 1 - only for rays that are already GI rays; 2 - always
option_cutoff (float) : Specifies a cutoff threshold for tracing reflections/refractions
option_use_irradiance_map (boolean) : false to perform local brute-force GI calculatons and true to use the current GI engine
option_energy_mode (int) : Energy preservation mode for reflections and refractions (0 - color, 1 - monochrome)
option_fix_dark_edges (boolean) : true to fix dark edges for glossy reflections with low samples; only set this to false for compatibility with older versions
option_glossy_fresnel (boolean) : true to enable glossy Fresnel
option_use_roughness (boolean) : true to invert all glossiness values and use roughness instead
use_environment_override (boolean) : True to use the 'environment override' texture.
environment_override (Texture) : Environment override texture
environment_priority (int) : Environment override priority (used when several materials override it along a ray path)
refl_interpolation_on (boolean) : This is deprecated and will be removed. This has no effect
refl_imap_min_rate (int)
refl_imap_max_rate (int)
refl_imap_color_thresh (float)
refl_imap_norm_thresh (float)
refl_imap_samples (int)
refr_interpolation_on (boolean) : This is deprecated and will be removed. This has no effect
refr_imap_min_rate (int)
refr_imap_max_rate (int)
refr_imap_color_thresh (float)
refr_imap_norm_thresh (float)
refr_imap_samples (int)
channels (List<Plugin>) : Render channels in which the result of this material will be written to.
volume (Plugin) : Volume to use for this material. This parameter will make the material ignore the fog and translucency parameters.
sheen_color (Texture) : The sheen color of the material
sheen_amount (TextureFloat) : Value controlling both the amount of dimming and the intensity of the specular highlight of the sheen layer
sheen_glossiness (TextureFloat) : The glossiness of the sheen layer of the material
coat_color (Texture) : The coat color of the material
coat_amount (TextureFloat) : Value controlling both the amount of dimming and the intensity of the specular highlight of the coat layer
coat_glossiness (TextureFloat) : The glossiness of the coat layer of the material
coat_ior (TextureFloat) : The index of refraction of the coat layer of the material
coat_bump_lock (boolean) : Lock the coat bump map to the base bump map
coat_anisotropy (TextureFloat) : The anisotropy for coat reflections, from -1 to 1 (0.0 is isotropic reflections)
coat_anisotropy_rotation (TextureFloat) : The rotation of the coat anisotropy axes, from 0.0 to 1.0
coat_darkening (TextureFloat) : Coat darkening factor for the base diffuse and reflection layers
bump_map (Texture) : Base bump map
bump_amount (TextureFloat) : Bump amount
bump_type (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)
coat_bump_map (Texture) : Coat bump map
coat_bump_amount (TextureFloat) : Coat bump amount
coat_bump_type (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)
lpe_label (String) : Light path expressions material label which can be used to identify the material

BRDFWard

BRDF using the Ward model for highly diffuse surfaces. Consider using BRDFVRayMtl with type Ward instead. [gpuSupport=(partial)]

new BRDFWard()
Properties
color (Color)
color_tex (Texture) : Base color texture
color_tex_mult (float)
transparency (Color)
transparency_tex (Texture) : Base transparency texture
transparency_tex_mult (float)
cutoff (float)
back_side (boolean)
trace_reflections (boolean)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
affect_alpha (int) : Specifies how render channels are propagated through the BRDF (0 - only the color channel; 1 - color and alpha; 2 - all channels
reflect_exit_color (Texture) : The color to use when the maximum depth is reached
reflect_dim_distance_on (boolean) : True to enable dim distance
reflect_dim_distance (float) : How much to dim reflection as length of rays increases
reflect_dim_distance_falloff (float) : Fall off for the dim distance
hilightGlossiness (float)
hilightGlossiness_tex (TextureFloat)
hilightGlossiness_tex_mult (float)
reflectionGlossiness (float)
reflectionGlossiness_tex (TextureFloat)
reflectionGlossiness_tex_mult (float)
subdivs (int)
glossyAsGI (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
soften_edge (float) : Soften edge of the BRDF at light/shadow transition
interpolation_on (int)
imap_min_rate (int)
imap_max_rate (int)
imap_color_thresh (float)
imap_norm_thresh (float)
imap_samples (int)
anisotropy (TextureFloat) : Reflection anisotropy in the range (-1, 1)
anisotropy_uvwgen (Plugin)
anisotropy_rotation (TextureFloat) : Anisotropy rotation in the range [ 0, 1 ]
fix_dark_edges (boolean) : true to fix dark edges with glossy reflections; only set this to false for compatibility with older versions

BSDFPointParticle

BRDF used to shade point particles [gpuSupport=(none)]

new BSDFPointParticle()
Properties
diffuse_color (Texture) : Diffuse color
use_particle_color (boolean) : true to render the particle colors instead of using the diffuse color
phase_function (float) : Parameter used to determine the phase function of the brdf

CameraDefault

Default camera object. Used to replace a Camera{*} instance in interactive mode. [gpuSupport=(full)]

new CameraDefault()
Properties
orthographic (boolean)

CameraDome

Defines a dome camera when present in the scene [gpuSupport=(full)]

new CameraDome()
Properties
flip_x (boolean) : Flip in the horizontal image direction
flip_y (boolean) : Flip in the vertical image direction
fov (float) : Field of view (radians)
dont_affect_settings (boolean) : This is here so we can suppress a PhysicalCamera node from affecting the main VRayRenderer sequence and frame data.
scene_name (String) : The original scene name of the camera associated with the plugin

CameraFilmTransform

Applies a transformation to the camera film when present in the scene

new CameraFilmTransform()
Properties
prescale (float) : The prescale that will be applied to the camera
postscale (float) : The postScale that will be applied to the camera
transx (float) : The normalized translation along x axis that will be applied to the camera
transy (float) : The normalized translation along y axis that will be applied to the camera
pivotx (float) : The rotation pivot y coordinate
pivoty (float) : The rotation pivot x coordinate
rotation (float) : The rotation around the pivot that will be applied to the camera
rot_before_trans (boolean) : If true, the rotation will be applied before the translation

CameraLensSystem

Camera based on a system of lenses

new CameraLensSystem()
Properties
type (int) : 0-still camera; 1-movie camera; 2- video camera
film_width (float) : film gate in mm
focal_length (float) : focal length in mm
zoom_factor (float) : zoom factor
distortion (float) : distortion
distortion_type (int) : 0-quadratic; 1-cubic; 2-lens file; 3-texture
f_number (float) : f-stop
lens_shift (float) : lens shift
shutter_speed (float) : the shutter speed in seconds^-1
shutter_angle (float) : shutter angle in degrees
shutter_offset (float) : shutter offset in degrees
latency (float) : shutter latency in seconds
ISO (float)
specify_focus (boolean)
focus_distance (float) : focus distance in world units
targeted (boolean) : 1-specify a target distance; 0-target distance not specified
target_distance (float) : target distance
dof_display_threshold (float) : display threshold for depth-of-field
exposure (boolean) : 1- exposure color correction; 0-disable exposure color correction
white_balance (Color)
vignetting (float) : Strength of vignetting effect
blades_enable (boolean) : 1- enable Bokeh effects; 0- disable Bokeh effects
blades_num (int) : number of blades - 0 means its disabled
blades_rotation (float) : blade rotation in radians
center_bias (float) : center bias
anisotropy (float) : Bokeh anisotropy
use_dof (boolean)
use_moblur (boolean)
subdivs (int)
dont_affect_settings (boolean) : This is here so we can suppress a PhysicalCamera node from affecting the main VRayRenderer sequence and frame data.
lens_file (String) : LENS file with camera lens-type image distortion description
specify_fov (boolean) : true to use explicit field of view and false to use the focal length
fov (float) : the FOV value (in radians) to use when specify_fov is true
horizontal_shift (float) : the horizontal lens shift
horizontal_offset (float) : The horizontal offset
vertical_offset (float) : The vertical offset
distortion_tex (Texture)
bmpaperture_enable (boolean) : 1- enable the use of bitmap aperture; 0- disable bitmap aperture
bmpaperture_resolution (int) : texture sampling resolution for the importance sampling
bmpaperture_tex (Texture)
optical_vignetting (float) : optical vignetting ("cat's eye bokeh") amount
bmpaperture_affects_exposure (boolean) : This will make the Bitmap Aperture's size and shape affect the exposure
enable_thin_lens_equation (boolean) : Determine if the focus distance will affect the fov or focal length calculation due to thin lens equation
lens_system_description_file (String) : File with tabular lens system description
chromatic_aberration (boolean) : 1 - unable chromatic aberration; 0 - disable chromatic aberration

CameraPhysical

Defines a physical camera when present in the scene. Affects DoF, exposure, motion blur etc. [gpuSupport=(partial)]

new CameraPhysical()
Properties
type (int) : This defines how the shutter works (0 - Still camera, 1 - Movie camera, 2 - Video camera
film_width (float) : Film gate in mm
focal_length (float) : Focal length in mm
zoom_factor (float) : Zoom factor
distortion (float) : Distortion amount
distortion_type (int) : Type of optical distortion (0 - Quadratic, 1 - Cubic, 2 - Lens file, 3 - Texture)
f_number (float) : F-stop
lens_shift (float) : Lens shift
shutter_speed (float) : The shutter speed in seconds^-1 for still camera
shutter_angle (float) : Shutter angle in degrees for movie camera
shutter_offset (float) : Shutter offset in degrees for movie camera
latency (float) : Shutter latency in seconds for video camera
ISO (float) : Sensor sensitivity (unbounded)
specify_focus (boolean) : Set to true to enable the focus_distance parameter
focus_distance (float) : Focus distance in world units (if specify_focus=1). Affects the lens light attenuation and thin lens model.
targeted (boolean) : Has no effect. Target distance is used when the focus distance is not used (if specify_focus=0).
target_distance (float) : Target distance (if specify_focus=0). Affects only the distance of the focal plane.
dof_display_threshold (float) : Display threshold for depth-of-field
exposure (int) : 0 - disable exposure color correction; 1 - physical exposure color correction; 2 - exposure color correction from exposure value
white_balance (Color) : White point color
vignetting (float) : Strength of vignetting effect
blades_enable (boolean) : Set to true to enable Bokeh effects
blades_num (int) : Number of blades - 0 disables Bokeh
blades_rotation (float) : Blade rotation in radians
center_bias (float) : Bias toward the center of the lens for DOF sampling
anisotropy (float) : Bokeh anisotropy
use_dof (boolean) : Set to true to enable raytraced depth of field effect
use_moblur (boolean) : Set to true to enable motion blur
subdivs (int) : Deprecated. This has no effect.
dont_affect_settings (boolean) : This is here so we can suppress a PhysicalCamera node from affecting the main VRayRenderer sequence and frame data.
lens_file (String) : LENS file with camera lens-type image distortion description
specify_fov (boolean) : Set to true to use explicit field of view from the "fov" value and false to use the focal length
fov (float) : The FOV value (in radians) to use when specify_fov is true
horizontal_shift (float) : The horizontal lens shift
horizontal_offset (float) : The horizontal offset
vertical_offset (float) : The vertical offset
distortion_tex (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.
bmpaperture_enable (boolean) : Set to true to enable the use of bitmap aperture
bmpaperture_resolution (int) : Texture sampling resolution for the importance sampling
bmpaperture_tex (Texture) : Aperture texture to use when bmpaperture_enable=1. The aperture is open where the texture is white.
optical_vignetting (float) : Optical vignetting ("cat's eye bokeh") amount
bmpaperture_affects_exposure (boolean) : This will make the Bitmap Aperture's size and shape affect the exposure
enable_thin_lens_equation (boolean) : Determine if the focus distance will affect the fov or focal length calculation due to thin lens equation
rolling_shutter_mode (int) : Rolling shutter mode: 0=Disabled, 1=Top to bottom, 2=Bottom to top, 3=Left to right, 4=Right to left
rolling_shutter_duration (float) : Rolling shutter duration (the time for the shutter to pass through the image) in seconds^-1
exposure_value (float) : Exposure value to use with exposure mode 2
scene_name (String) : The original scene name of the camera associated with the plugin
camera_shader_tex (Texture) : Camera shader

ColorCorrect

Applies color corrections to a base texture. http://www.cuneytozdas.com/software/3dsmax/ColorCorrect/help/reference.htm [gpuSupport=(none)]

new ColorCorrect()
Properties
source_color (AColor) : Source color
texture_map (Texture) : The texture being color corrected
preprocess (boolean) : true to enable preprocessing
pre_brightness (float) : Added to the texture brightness
pre_contrast (float) : Contrast
pre_gamma (float) : Gamma
pre_mono (boolean) : true to convert to grayscale
pre_invert (boolean) : true to invert the input color
pre_unmult_alpha (boolean) : true to unmultiply alpha
pre_clamp (boolean) : true to clamp the input color
pre_clamp_min (float) : low clamp value
pre_clamp_max (float) : high clamp value
pre_clamp_normalize (boolean) : true to normalize the clamped input to 0.0-1.0
hsl_on (boolean)
hsl_hue_offset (TextureFloat)
hsl_hue_gain (TextureFloat)
hsl_saturation_offset (TextureFloat)
hsl_saturation_gain (TextureFloat)
hsl_lightness_offset (TextureFloat)
hsl_lightness_gain (TextureFloat)
hsv_on (boolean)
hsv_hue_offset (TextureFloat)
hsv_hue_gain (TextureFloat)
hsv_saturation_offset (TextureFloat)
hsv_saturation_gain (TextureFloat)
hsv_value_offset (TextureFloat)
hsv_value_gain (TextureFloat)
rgba_on (boolean)
red_channel (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
red_offset (TextureFloat)
red_gain (TextureFloat)
green_channel (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
green_offset (TextureFloat)
green_gain (TextureFloat)
blue_channel (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
blue_offset (TextureFloat)
blue_gain (TextureFloat)
alpha_channel (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
alpha_offset (TextureFloat)
alpha_gain (TextureFloat)
premultiply_new_alpha (boolean)
postprocess (boolean)
post_mono (boolean)
post_invert (boolean)
post_clamp (boolean)
post_clamp_min (float)
post_clamp_max (float)
post_clamp_normalize (boolean)

ColorCorrection

Applies color corrections to a base texture [gpuSupport=(full)]

new ColorCorrection()
Properties
source_color (AColor) : Source color
texture_map (Texture) : The texture being color corrected
rewire_red (int) : 0-red, 1-green, 2-blue, 3-alpha, 4-redinv, 5-greeninv, 6-blueinv, 7-alphainv, 8-monochrome, 9-One, 10-Zero
rewire_green (int) : 0-red, 1-green, 2-blue, 3-alpha, 4-redinv, 5-greeninv, 6-blueinv, 7-alphainv, 8-monochrome, 9-One, 10-Zero
rewire_blue (int) : 0-red, 1-green, 2-blue, 3-alpha, 4-redinv, 5-greeninv, 6-blueinv, 7-alphainv, 8-monochrome, 9-One, 10-Zero
rewire_alpha (int) : 0-red, 1-green, 2-blue, 3-alpha, 4-redinv, 5-greeninv, 6-blueinv, 7-alphainv, 8-monochrome, 9-One, 10-Zero
hue_shift (float) : added to the color hue
saturation (float) : added to the color saturation
hue_tint (AColor) : Hue tint
tint_strength (float)
lightness_mode (int) : Lightness mode (0 - standard, 1 - advanced)
brightness (float) : Value is added to the texture brightness
contrast (float)
adv_exposure_mode (int) : Exposure mode (0 - Gain, 1 - F-Stops, 2 - Printer Lights)
adv_brightness (float) : Color multiplier
adv_contrast (float) : Color contrast
adv_base (float) : Contrast base
adv_offset (float) : Color offset
adv_use_red (boolean) : true to use the red component ov the adv rgb * parameters
adv_use_green (boolean) : true to use the green component ov the adv rgb * parameters
adv_use_blue (boolean) : true to use the blue component ov the adv rgb * parameters
adv_rgb_brightness (Color) : Color multiplier rgb
adv_rgb_contrast (Color) : Color contrast rgb
adv_rgb_base (Color) : Contrast base rgb
adv_rgb_offset (Color) : Color offset rgb
adv_printer_lights_per (float) : Printer lights per

ColorMapperTest

null

new ColorMapperTest()
Properties
type (int) : The type of color mapping: 0 - linear, 1 - sRGB, 2 - gamma
gamma (float) : The gamma value if type is set to 2.
clamp_level (float) : The clamp level

ColorTextureToMono

Converts input color texture to its intensity as floating point output [gpuSupport=(none)]

new ColorTextureToMono()
Properties
value (float)
color_texture (Texture)

CustomGlsl

null

new CustomGlsl()

EnvFogMeshGizmo

Defines the limits of a volume that will be filled with fog by linking a geometry source plugin [gpuSupport=(partial)]

new EnvFogMeshGizmo()
Properties
transform (Transform)
geometry (Plugin)
lights (List<Plugin>)
fade_out_radius (float) : fade out effect for the edges

EnvironmentFog

Renders volumetric fog. Optionally enclosed within the space defined by EnvFogMeshGizmo instances. [gpuSupport=(partial)]

new EnvironmentFog()
Properties
enabled (boolean) : If false, disable the rendering
gizmos (List<Plugin>) : List of gizmos
color (Color) : Defines the color of the fog, when it is illuminated by light sources.
color_tex (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.
color_mult (float) : Fog color multiplier
emission (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.
emission_tex (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.
emission_mult (float) : Fog emission multiplier.
emission_mult_tex (TextureFloat) : Fog emission multiplier texture.
distance (float) : Distance between fog particles. Controls the fog density. Larger values make the fog more transparent, while smaller values make it more dense.
density (float) : Fog density. A multiplier for the Fog distance parameter.
density_tex (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.
opacity_mode (boolean) : If true, density will be treated as opacity.
transparency (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.
transparency_tex (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.
phase_function (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').
subdivs (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.
use_height (boolean) : Whether or not the height should be taken into account.
height (float) : Fog starting point along the up-axis. By default the up axis is Z.
yup (boolean) : If true, y is the up axis, not z.
solid_mode (boolean) : If true, this will cause to disable randomization when sampling and take 1 sample at 0.5 density.
solid_threshold (float) : Solid mode transparency threshold
jitter (boolean) : If true, add a random offset when starting sampling.
shadow_opacity (float) : Volume opacity scale for shadow rays.
scale (List<float>) : stretch aspect for the 3 axis, when the fog container must grow/shrink preserving its original density
deep_output (boolean) : Toggle the deep image output. Note that enabling this option will force ray marching even for simple volumetrics, which can cause slower rendering.
ior (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.
fade_out_mode (int) : fade out mode 0: Multiply by density, 1: Add density to falloff
fade_out_radius (float) : fade out effect for the edges
per_object_fade_out_radius (boolean) : fade out effect for the edges per object
scatter_gi (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).
scatter_bounces (int) : Number of GI bounces calculated inside the fog.
simplify_gi (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.
step_size (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.
max_steps (int) : Maximum number of steps through the volume.
tex_samples (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).
cutoff_threshold (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.
light_mode (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
lights (List<Plugin>) : A list with lights. How they affect the fog depends on the 'Light mode' parameter as well.
use_shade_instance (boolean) : True if the shade instance should be used when sampling textures.
use_shade_data (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!
affect_background (boolean) : When this option is off, the background will not be obscured by the fog.
affect_reflections (boolean) : Specifies whether the fog will be rendered in reflections.
affect_refractions (boolean) : Specifies whether the fog will be rendered in refractions.
affect_shadows (boolean) : Specifies if the fog should affect shadow rays.
affect_gi (boolean) : Specifies if the fog should affect GI rays.
affect_camera (boolean) : Specifies if the fog will be visible to camera rays.
affect_alpha (boolean) : Whether the alpha channel is affected

ExtChannel

A plugin which represents single channel data and metadata. [gpuSupport=(full)]

new ExtChannel()
Properties
id (int) : Channel unique ID
name (String) : Channel name
component_type (int) : Channel integral (building block) type
num_components (int) : Channel components number (within single element) - 'arity'
structure_type (String) : Channel structure type (scalar, vector, color, quat...)
flags (int) : Bitmask of channel flags (0x1 - is id channel, 0x2 - data should be interpolated)
data_raw (List<int>)
data_int (List<int>)
data_float (List<float>)
data_double (List<double>)
data_vector (List<Vector>)
data_color (List<Color>)
data_acolor (List<AColor>)
data_matrix (List<Matrix>)
data_transform (List<Transform>)
data_string (List<String>)

ExtMapChannels

A plugin with mapping channels overrides. [gpuSupport=(full)]

new ExtMapChannels()
Properties
map_channels (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.

FilterArea

AA filter with equal weight within a circle [gpuSupport=(full)]

new FilterArea()
Properties
size (float) : Filter width in pixels

FilterBox

AA filter with equal weight within a square [gpuSupport=(full)]

new FilterBox()
Properties
size (float) : Filter width in pixels

FilterCatmullRom

Catmull-Rom cubic spline AA filter [gpuSupport=(none)]

new FilterCatmullRom()

FilterCookVariable

Cook exponential AA filter [gpuSupport=(none)]

new FilterCookVariable()
Properties
size (float) : Filter width in pixels

FilterGaussian

Gaussian function AA filter [gpuSupport=(full)]

new FilterGaussian()
Properties
size (float) : Filter width in pixels

FilterLanczos

Lanczos AA filter (windowed sinc function) [gpuSupport=(full)]

new FilterLanczos()
Properties
size (float) : Filter width in pixels

FilterMitNet

Mitchell-Netravali cubic spline AA filter [gpuSupport=(none)]

new FilterMitNet()
Properties
size (float) : Filter width in pixels
blur (float) : The 'B' value in the filter polynomial. Larger values reduce ringing but may cause the image to appear softer.
ringing (float) : The 'C' value in the filter polynomial. Larger values make the result appear sharper but may introduce ringing.

FilterPoint

Zero radius AA filter [gpuSupport=(full)]

new FilterPoint()

FilterSinc

Sinc function AA filter [gpuSupport=(none)]

new FilterSinc()
Properties
size (float) : Filter width in pixels

FilterTriangle

AA filter with weight linearly falling off from the center [gpuSupport=(none)]

new FilterTriangle()
Properties
size (float) : Filter width in pixels

Float3ToAColor

Converts separate float inputs for the 4 RGBA channels into one color texture output [gpuSupport=(partial)]

new Float3ToAColor()
Properties
float1 (TextureFloat) : First color
float2 (TextureFloat) : Second color
float3 (TextureFloat) : Third color
alpha (TextureFloat) : Alpha
color (OutputTexture) : The resulting color
invert (boolean)

FloatToTex

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)]

new FloatToTex()
Properties
input (TextureFloat)

GeomBifrost

Bifrost geometry source plugin for V-Ray for Maya

new GeomBifrost()
Properties
file (String) : The path to the OpenVDB file
stream (List<int>) : If "file" is missing, read the vdb data from a memory stream.
render_grid (String) : The name of the OpenVDB grid to render.
velocity_grid (String) : The name of the OpenVDB velocity grid to use for motion blur.
delay_load (boolean) : If true, delay load the OpenVDB voxels until requested.
interpolation (int) : The grid interpolation sampler (0:linear, 1:quadratic: 2:none).
primary_visibility (boolean) : If off, shading an intersection with this mesh will not generate a gbuffer.
positions (List<Vector>) : The positions of the particles.
velocities (List<Vector>) : The velocities of the particles.
userScalar1PP (List<float>) : Custom per particle user scalar.
ids (List<int>) : The particle ids.
age_pp (List<float>) : Per-particle age.
acceleration_pp (List<Color>) : Per-particle acceleration.
texture_coord_u (List<float>) : The u texture coordinate of the particles.
texture_coord_v (List<float>) : The v texture coordinate of the particles.

GeomBox

Geometry source plugin for a simple box. It is able to handle a camera inside it. [gpuSupport=(none)]

new GeomBox()
Properties
size_x (float) : The size in the X direction
size_y (float) : The size in the Y direction
size_z (float) : The size in the Z direction
is_volumetric (boolean) : true to handle the case when the camera is inside the box

GeomDisplacedMesh

Wrapper for another geometry source plugin. Adds displacement. [gpuSupport=(partial)]

new GeomDisplacedMesh()
Properties
mesh (Plugin) : The triangle mesh that will be displaced
displacement_tex_color (Texture) : The displacement texture. Its intensity is used if the displacement is 2d.
displacement_tex_float (TextureFloat) : The displacement texture
displacement_amount (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.
displacement_shift (float) : This constant value is added to the displacement map
use_globals (boolean) : If true, the global displacement quality settings will be used.
view_dep (boolean) : If use_globals is false, this determines if view-dependent tesselation is used.
edge_length (float) : If use_globals is false, this determines the approximate edge length for the sub-triangles.
max_subdivs (int) : If use_globals is false, this determines the maximum subdivisions for a triangle of the original mesh.
keep_continuity (boolean) : If true, the plugin will attempt to keep the continuity of the displaced surface.
water_level (float) : Geometry below this displacement level will be clipped away.
vector_displacement (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.
map_channel (int) : The mapping channel to use for vector and 2d displacement.
map_channel_name (String) : The mapping channel name to use for vector and 2d displacement. Override the map_channel parameter if valid
static_displacement (boolean) : If true, the resulting triangles of the displacement algorithm will be inserted into the rayserver as static geometry.
image_width (int) : This parameter overrides the imgWidth parameter from VRayFrameData during the calculation of the subdivision depth.
cache_normals (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.
object_space_displacement (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.
use_bounds (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.
min_bound (Color) : The lowest value for the displacement texture.
max_bound (Color) : The biggest value for the displacement texture.
displace_2d (boolean) : Use to enable 2d displacement. Overrides the vector_displacement flag.
displace_2d_multi_tile (boolean) : Enable or disable support for tiled textures (UDIM/UVTILE) when generating 2d displacement.
displace_2d_transform (Transform) : Transform applied on the uvws when sampling the texture. Used to expand the uv range from [ 0..1 ] .
resolution (int) : Resolution at which to sample the displacement map for 2d displacement.
precision (int) : Increase for curved surfaces to avoid artifacts.
tight_bounds (boolean) : When this is on, initialization will be slower, but tighter bounds will be computed for the displaced triangles making rendering faster.
filter_texture (boolean) : Filter the texture for 2d displacement.
filter_blur (float) : The amount of UV space to average for filtering purposes. A value of 1.0 will average thw whole texture.

GeomEnmesh

Places a copy of a reference geometry on a source geometry based on placement parameters. [gpuSupport=(none)]

new GeomEnmesh()
Properties
source_mesh (Plugin) : Geometry to be textured.
ref_nodes (List<Plugin>) : The list of reference nodes
obj_scale (float) : Scale coefficient of the reference geometry
rep_u (float) : Repetition of the reference geometry within the texture in U
rep_v (float) : Repetition of the reference geometry within the texture in V
flip_u (boolean) : True if U coordinates of the source mesh should be flipped
flip_v (boolean) : True if V coordinates of the source mesh should be flipped
height (float) : Height of the layer
rotation (float) : The angle of rotation in degrees to apply to the reference geometry
offset_u (float) : The general offset along the U axis
offset_v (float) : The general offset along the V axis
height_offset (float) : The offset along the surface normals based on the height in percent
random_offset_u (float) : The random offset to apply along the U axis in the range [ 0, 1 ]
random_offset_v (float) : The random offset to apply along the V axis in the range [ 0, 1 ]
cropbox_x (float) : Cropbox size along X axis
cropbox_y (float) : Cropbox size along Y axis
cropbox_z (float) : Cropbox size along Z axis
gizmo_center (Vector) : The center of the ref mesh gizmo
gizmo_rotate (Matrix) : The rotation applied to the ref mesh gizmo
gizmo_scale (Matrix) : The scale applied to the ref mesh gizmo
map_channel (int) : Mapping channel index
map_channel_name (String) : Mapping channel name. Overrides "map_channel" if not empty.
use_mesh_uvw_mapping (boolean) : True if ref mesh UVW mapping should be used, false - if source mesh uvw mapping should be used
use_mesh_ids (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
use_rotation_step (boolean) : True if random rotation should be done in steps, false - if randRotation should be treated as a random angle
random_rotation (float) : The random rotation to apply, either rotation steps or a rotation angle both in the range [ 0, 360 ] based on useRotationStep parameter
flip_axis (int) : Determine which axis is Up for the reference geometry

GeomGaussians

Geometry source plugin for raytracing a cloud of 3D Gaussians. [gpuSupport=(none)]

new GeomGaussians()
Properties
file (String)
flip_axis (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.
scale (float) : User-defined scale of the Gaussian model.
affect_camera (boolean) : Camera rays to see the Gaussians.
affect_shadows (boolean) : Gaussians to cast shadows on shaded geometry.
affect_reflections (boolean) : Gaussians to be seen in reflections.
affect_refractions (boolean) : Gaussians to be seen in refractions.
affect_matte_surfaces (boolean) : Gaussians to be seen in matte surfaces.
rgb_color_space (int) : The RGB color space of the input data (0 - default, 1 - sRGB, 2 - ACEScg, 3 - raw).
intensity (float) : User-specified intensity multiplier.
color (Color) : User-specified color multiplier

GeomHair

Geometry source plugin. Generates hair/fur or similar strand geometry over a base triangle mesh [gpuSupport=(partial)]

new GeomHair()
Properties
mesh (Plugin) : The triangle mesh that will have hairs generated on it.
length_base (float) : The base hair length.
thickness_base (float) : The base hair thickness.
gravity_base (float) : The base gravity.
gravity_vector (Vector) : The gravity force direction vector.
bend (float) : The amount of hair bending.
taper (float) : The amount of taper applied to hairs.
scale (float) : Fur scaling factor.
dir_var (float) : The direction variation.
length_var (float) : The hair length variation.
thickness_var (float) : The hair thickness variation.
gravity_var (float) : The gravity variation.
curl_radius_var (float) : The curl radius variation.
curl_enabled (boolean) : True if curl should be applied to the hair.
curl_radius (float) : The radius of the curls.
curl_angle (float) : The angle of the curl applied at each knot.
hair_sides (int) : Number of segments along the circumference of a single hair.
hair_knots (int) : Number of segments along the length of a single hair.
lod_enabled (boolean) : Level of detail toggle. Enables detail decrease along distance form the camera.
lod_startDistance (float) : Level of detail starting distance. The distance from wich the effect is applied.
lod_rate (float) : Level of detail rate. Rate of decrease. The distance to reach half the hairs count with twice the thickness.
tessellation_on (boolean) : Tessellate hair with respect to the camera position.
tessellation_edge_length (float) : Hair tessellation edge length in pixels.
faceList (List<int>) : A list of face indices that will have hair generated on them. If NULL all faces will have hair on them.
distribution (int) : 0 : per face; 1 : per area
perFace (int) : Number of hairs per face if distribution==0
perArea (float) : Number of hairs per unit area if distribution==1
fixed_areas (int) : True if areaList should be used to determine the number of hairs when distribution is 'per area'.
areaList (List<float>) : A list of triangle surface areas. An element here corresponds to an element in faceList, if faceList is not NULL.
flat_normals (boolean)
override_mtlID_on (boolean) : Material ID will be overriden.
override_mtlID (int) : The override material ID.
ignore_base_mesh_displacement (boolean) : If false, fur will be displaced via using the parent mesh displacement map.
placement (int) : The type of placement of the fur on the mesh. The possible values are 0 : Entire Object, 1 : Selected Faces, 2 : Material ID.
mtlID (int) : Material ID of the faces of the mesh. This is only valid if the placement is by material ID.
mtlIDList (List<int>) : A list of material IDs, if not empty will be used in place of the 'mtlID' parameter.
generate_w_coord (boolean) : If true, V-Ray will generate a W mapping coordinate that represents the position of the shaded point along the hair strands.
map_channel (int) : Map channel to derive the uv space from.
bend_direction_tex (Texture) : A texture for the bend direction of hair strands.
initial_direction_tex (Texture) : A texture for the initial direction of hair strands.
length_tex (TextureFloat) : A texture for the length.
thickness_tex (TextureFloat) : A texture for the thickness.
gravity_tex (TextureFloat) : A texture for the gravity.
bend_tex (TextureFloat) : A texture for the bend.
density_tex (TextureFloat) : A texture for the density.
curl_tex (Texture)

GeomImagePlane

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)]

new GeomImagePlane()

GeomInstancer

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)]

new GeomInstancer()
Properties
use_rayserver (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.
sources (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.
instances_generator (Plugin) : An external plugin that generates instances data
use_source_transform (int) : Multiply instance transform with the source transform (0: Off, 1: On, 2: For lights only)
file (String) : Path to a *.vrscene file. If set then other sources are ignored.
transforms_vector (List<Vector>) : Instance transforms vector (4 vectors are one transform: 3 columns of the matrix and offset).
transforms (List<Transform>) : Instance transforms
base_transform (Transform) : Additional instance transform. Useful when source type is not Node, but you need Node::transform like additional transform.
velocities (List<Vector>) : Instance velocities. Optional, if set then transform for the end of the motion blur interval will be ignored.
exclude_list (List<String>) : Plugin instance names list to hide when "file" is used.
exclude_list_inclusive (int) : When on, the "exclude_list" is considered an "Include List".
flip_axis (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
shaders (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)).
trimmers (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)).
shaders_match (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)).
shaders_match_indexes (List<int>) : Instance scene name shader override index into "shaders_match" list.
shaders_match_file (String) : Scene name based shader override file. If set "shaders_match" and "shaders_match_indexes" are ignored.
map_channels (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)).
extra_channels (List<Plugin>) : Extra channels that hold auxiliary instances data
object_properties (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.
user_attributes (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.
light_color_override (String) : Name of user attribute to be used to multiply (tint) light color
light_intensity_override (String) : Name of user attribute to be used to multiply light intensity
instance_ids (List<int>) : Unique ID of the instance. Sorted in ascending order.

GeomLocalRayserver

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)]

new GeomLocalRayserver()
Properties
source_geometry (List<Plugin>) : The instancing source. Support any plugin providing EXT_STATIC_GEOM_SOURCE or EXT_VRAY_HIERARCHICAL_PARAMETERIZED_NODE interfaces.

GeomMayaHair

Geometry source plugin. Defines explicit hair or similar strand geometry [gpuSupport=(partial)]

new GeomMayaHair()
Properties
num_hair_vertices (List<int>) : A list of the number of hair vertices, one for each hair strand.
hair_vertices (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.
velocities (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.
widths (List<float>) : The width of the hair strands at each vertex.Should have the same number of elements as hair_vertices.
colors (List<Color>) : Color values for each hair vertex.Should have the same number of elements as hair_vertices (num_hair_vertices for XGen hair).
incandescence (List<Color>) : Incandescence values for each hair vertex.Should have the same number of elements as hair_vertices (num_hair_vertices for XGen hair).
transparency (List<Color>) : Transparency values for each hair vertex.Should have the same number of elements as hair_vertices (num_hair_vertices for XGen hair).
opacity (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.
strand_uvw (List<Vector>) : UVW values for each hair strand.Should have the same number of elements as num_hair_vertices.
geom_splines (boolean) : If true, hair strands geometry will be represented as splines, instead of line segments.
use_global_hair_tree (boolean) : If true, the hair will be added to the global static hair tree.
geom_tesselation_mult (float) : Manual control over the number of subdivisions when intersecting the spline based hairs.
max_tesselation_factor (int) : Maximum number of subdivisions when geom_splines is true
xgen_generated (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.
widths_in_pixels (boolean) : If true, the widths parameter is in pixels, otherwise it is in world units.
map_channels (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.
generate_w_coord (boolean) : If true, V-Ray will generate a W mapping coordinate that represents the position of the shaded point along the hair strands.
w_coord_affect_channels_use (boolean) : If true, V-Ray will only generate a W mapping coordinate for channels in the w_coord_affect_channels list.
w_coord_affect_channels (String) : A string of space separated list of channels that will be affected by the generateWCoords property.
min_pixel_width (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.
compatibility_with (int) : Compatibility mode (0 - Default (Maya); 1 - Houdini). Currently affects velocity interpolation only. In Houdini mode velocity will respect interval center.

GeomMeshFile

Geometry source plugin. Dynamically loads/unloads geometry voxels from a proxy file. [gpuSupport=(partial)]

new GeomMeshFile()
Properties
file (String) : A .vrmesh or .abc geometry cache to load on demand
alembic_layers (List<String>) : List of Alembic files for layering.
anim_speed (float) : Animated proxy playback speed
anim_type (int) : Animated proxy playback type (0 - loop; 1 - once; 2 - ping-pong; 3 - still)
anim_offset (float) : Animated proxy initial frame offset
anim_override (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.
anim_frame (float) : Animated proxy override frame to render
anim_abc_time (float) : Animated Alembic override time to render
anim_start (int) : Specifies the first frame of the animation sequence.
anim_length (int) : Specifies the length of the animation sequence.
primary_visibility (boolean) : Whether this geometry is visible to primary camera rays
scale (float) : Size scaling factor
flip_axis (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
smooth_uv_borders (boolean) : True to smooth UVs at mesh borders when rendering this mesh as a subdivision surface
smooth_uv (boolean) : True to smooth UVs when rendering this mesh as a subdivision surface
compute_normals (int) : True to calculate smooth normals
smooth_angle (float) : Smooth angle in degrees
flip_normals (boolean) : True to flip the vertex normals
compute_bbox (boolean) : True to compute the bounding box, false to read it from the file
num_preview_faces (int) : number of faces in preview
use_face_sets (int) : Turn on/off face sets. 0 - off, 1 - append to name, 2- append to name with slash
use_full_names (boolean) : Read the full path instead of only the name
object_path (String) : Starting object path in Alembic hierarchy
hair_width_multiplier (float) : Hair width multiplier
particle_width_multiplier (float) : Particle width multiplier
velocity_multiplier (float) : Alembic velocity multiplier
visibility_lists_type (int) : Specifies the type of both names and ids lists. 0 - exclude; 1 - include
visibility_list_names (List<String>) : Visibility list of mesh names. Either include or exclude
visibility_list_ids (List<int>) : Visibility list of mesh ids. Either include or exclude
hair_visibility_lists_type (int) : Specifies the type of both names and ids lists. 0 - exclude; 1 - include
hair_visibility_list_names (List<String>) : Visibility list of hair names. Either include or exclude
hair_visibility_list_ids (List<int>) : Visibility list of hair ids. Either include or exclude
particle_visibility_lists_type (int) : Specifies the type of both names and ids lists. 0 - exclude; 1 - include
particle_visibility_list_names (List<String>) : Visibility list of particle system names. Either include or exclude
particle_visibility_list_ids (List<int>) : Visibility list of particle system ids. Either include or exclude
visibility_overrides_rules (List<String>) : Wildcard rules used to override visibility
visibility_overrides_values (List<boolean>) : Visibility override values, used together with visibility_overrides_rules
sort_voxels (int) : Sort Alembic voxels after reading by their names. 0 - skip sorting; 1 - sort
first_map_channel (int) : Specifies how to remap the mapping channels: -1 - no remapping; 0 - channel 0, 1 - channel 1
particle_render_mode (int) : Set to 0 to render particles as spheres. Set it to 1 to render them as points
particle_use_normals (boolean) : Use particle normals from Alembic
use_alembic_offset (boolean) : True to use Alembic animation frame offset
use_alembic_transform (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.
use_alembic_visibility (boolean) : True to use Alembic visibility (default). False value is useful when host application provides custom Alembic visibility handling.
velocity_color_set (String) : Optional name for the color set where the velocity is written.
instancing (int) : Handle Alembic instances
tessellate_hair (boolean) : Tessellate hair with respect to the camera position.
hair_tessellation_length (float) : Hair tessellation edge length in pixels.
subdiv_all_meshes (boolean) : True to subdivide Alembic PolyMesh and SubD objects; false to subdivide only SubD objects
subdiv_type (int) : 0 for Catmull-Clark subdivision and 1 for Loop subdivision
subdiv_level (int) : The subdivision level
subdiv_uvs (boolean) : Subdivide or skip mapping channels
subdiv_preserve_geom_borders (boolean) : If true, the borders won't be subdivided
subdiv_preserve_map_borders (int) : Determines the smoothing mode of the mapping channels' borders. 0-None, 1-Internal and 2-All
use_point_cloud (boolean) : If true, use the point cloud inside the vrmesh if available.
point_cloud_mult (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.
pixel_scale (float) : Modifies the loaded level of detail; larger values reduce the detail level
material_assignments_file (String)
alembic_mode (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.
load_mesh (int) : Load mesh data from the proxy file.
load_hair (int) : Load hair data from the proxy file.
load_particles (int) : Load particles data from the proxy file.
use_velocity (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).
reference_mesh (Plugin) : The reference mesh which is used to calculate the uvw coordinates when a 3d placement is used.
reference_transform (Transform) : The transform of the reference mesh.
reference_vertex_channel (String) : Map channel name to use as reference mesh vertices.
reference_normal_channel (String) : Map channel name to use as reference mesh normals.
merge_equal_vertices (boolean) : If false, the vertices with equal coordinates won't be merged.
reorder_channels_by_name_indices (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.
custom_reorder_mesh_set_names (List<String>) : Names of custom/user-guided proxy mesh sets reordering
custom_reorder_mesh_set_types (List<int>) : Types of custom/user-guided proxy mesh sets reordering (0-uv/uvw set, 1-color set, 2-shader set)
custom_reorder_mesh_set_indices (List<int>) : Indices of custom/user-guided proxy mesh sets reordering

GeomMeshLoader

null

new GeomMeshLoader()
Properties
sphere_size (float) : Sphere size
sphere_segments (int) : Sphere segments
num_spheres (int) : Number of spheres
bbox_size (float) : Box size to fill with spheres

GeomMeshLoader1

null

new GeomMeshLoader1()
Properties
sphere_size (float) : Sphere size
sphere_segments (int) : Sphere segments
num_spheres (int) : Number of spheres
bbox_size (float) : Box size to fill with spheres
use_displacement (boolean) : true to enable noise displacement texture

GeomMeshTest

null

new GeomMeshTest()
Properties
sphere_size (float) : Sphere size
sphere_segments (int) : Sphere segments
num_spheres (int) : Number of spheres
bbox_size (float) : Box size to fill with spheres

GeomMetaballSystem

Metaball geometry source [gpuSupport=(none)]

new GeomMetaballSystem()
Properties
useParticleSize (int) : true : use particle size; false : use particleRadius for size
particleRadius (float) : Size of partiles when useParticleSize is false
threshold (float) : Field threshold value
stepLength (float) : Ray marching step length
mbSamples (int) : Number of samples for motion blur. 0 - Use global settings
distanceFunction (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;
smoothingBumps (int) : If true - smoothing of the field bump will be performed
smoothRadius (float) : Radius of the smoothing filter
smoothExpansion (float) : Correction coefficient for surface expansion: from 0.0 to 1.0
positiveParticles (List<Plugin>) : List with positive particle systems
negativeParticles (List<Plugin>) : List with negative particle systems
useTexture (int) : If true - texture will be applied on field
fieldTexture (Texture) : Field texture
textureFunction (int) : 0 - Multiplication; 1 - Addition;
textureMultiplier (float) : Multiplier of the texture
clampField (int) : If true - the field will be clamped before texturing
clampThreshold (float) : Field clamping level
useCache (int) : If true - voxel cache will be used for intersection speed-up
cacheRecursiveBuild (int) : If true - voxel cache will be build recursively
cacheSize (int) : Cache size: from 1 to 5
cacheBlockSize (int) : Cache consolidation block size: from 1 to 8
primary_visibility (boolean) : If off shading an intersection with this geometry will not generate a gbuffer.

GeomParticleSystem

Geometry source plugin. Defines a particle system. Particles are spheres or using another geometry source. [gpuSupport=(partial)]

new GeomParticleSystem()
Properties
acceleration_pp (List<Color>) : Per-particle acceleration.
colors (List<Color>) : Per-particle diffuse color.
emission_pp (List<Color>) : Per-particle emission color.
user_color_pp_1 (List<Color>) : Corresponds to Maya's userVector1PP.
user_color_pp_2 (List<Color>) : Corresponds to Maya's userVector2PP.
user_color_pp_3 (List<Color>) : Corresponds to Maya's userVector3PP.
user_color_pp_4 (List<Color>) : Corresponds to Maya's userVector4PP.
user_color_pp_5 (List<Color>) : Corresponds to Maya's userVector5PP.
age_pp (List<float>) : Per-particle age.
lifespan_pp (List<float>) : Per-particle lifespan.
opacity_pp (List<float>) : Per-particle opacity.
user_float_pp_1 (List<float>) : Corresponds to Maya's userScalar1PP.
user_float_pp_2 (List<float>) : Corresponds to Maya's userScalar2PP.
user_float_pp_3 (List<float>) : Corresponds to Maya's userScalar3PP.
user_float_pp_4 (List<float>) : Corresponds to Maya's userScalar4PP.
user_float_pp_5 (List<float>) : Corresponds to Maya's userScalar5PP.
mesh (Plugin) : The triangle mesh that will be instanced.This is used only for some of the particle render types.
render_type (int) : 3 - multipoints; 4 - multistreak; 6 - points; 7 - Spheres; 8 - Sprites; 9 - Streak.Everything else gives a warning and renders as spheres.
positions (List<Vector>) : The positions of the particles.
velocities (List<Vector>) : The velocities of the particles. This is in world units per frame.
ids (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.
radii (List<float>) : The particle radii when the particles are spheres.
sprite_num_pp (List<int>) : Per-Particle sprite number.
normals (List<Vector>) : Per-particle normals for point particles.
radius (float) : The constant particle radius when radii is empty.
sprite_size_x (float) : The width of sprite particles in world units.
sprite_size_y (float) : The height of sprite particles in world units.
sprite_twist (float) : The twist of sprite particles in degrees.
sprite_scale_x (List<float>) : Parameter for per particle scale on the X-axis.
sprite_scale_y (List<float>) : Parameter for per particle scale on the Y-axis.
sprite_rotate (List<float>) : Parameter for per particle twist (z-axis rotation).
sprite_orientation (int) : 0 - orient sprites towards the camera center, 1 - orient sprites parallel to the camera plane
point_size (float) : The size of point and multipoint particles, in pixels.
point_radii (boolean) : If true, the point size will be taken form radii parameter
point_world_size (boolean) : If true, the point size is in world space, not screen space
point_size_from_ortho_width (boolean) : If true and the camera is orthographic, the size is calculated from the camera's width
multi_count (int) : The number of particles generated for each input particle, when the render type is multipoints or multistreaks.
multi_radius (float) : The maximum distance between the original and a generated particle when the render type is multipoints or multistreaks.
line_width (float) : The width of streak particles, in pixels
tail_length (float) : The length of streak particles, in world units, the actual length depends on the particle velocity as well.
primary_visibility (boolean) : If off, shading an intersection with this mesh will not generate a gbuffer.
data_source (Plugin) : External data source to be used instead of positions, velocities, ids and radii

GeomPartio

Partio geometry source plugin for V-Ray for Maya [gpuSupport=(partial)]

new GeomPartio()
Properties
directory (String)
prefix (String)
format (String)
default_color (Color)
cache_offset (int)
by_frame (int)
static (boolean)

GeomPerfectSphere

Geometry source plugin for a simple sphere. [gpuSupport=(none)]

new GeomPerfectSphere()
Properties
radius (float) : The radius of the sphere in object space.
flip_normals (boolean) : Flips the normals of the sphere

GeomPlane

Geometry source plugin. Defines an infinite plane. [gpuSupport=(full)]

new GeomPlane()
Properties
real_world_scale (int) : Specifies whether to use real-world scale, which changes the UV coordinates. 0 - Don't use world scale. 1 - Use world scale.

GeomRayserverInstancer

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)]

new GeomRayserverInstancer()
Properties
source_geometry (List<Plugin>) : The instancing source. Support any plugin providing EXT_STATIC_GEOM_SOURCE or EXT_VRAY_HIERARCHICAL_PARAMETERIZED_NODE interfaces.
file (String) : Path to a *.vrscene file. If set then other sources are ignored.
transforms_vector (List<Vector>) : Instance transforms vector (4 vectors are one transform: 3 columns of the matrix and offset).
transforms (List<Transform>) : Instance transforms
base_transform (Transform) : Additional instance transform. Useful when source type is not Node, but you need Node::transform like additional transform.
velocities (List<Vector>) : Instance velocities. Optional, if set then transform for the end of the motion blur interval will be ignored.
exclude_list (List<String>) : Plugin instance names list to hide when "file" is used.
exclude_list_inclusive (int) : When on, the "exclude_list" is considered an "Include List".
flip_axis (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
shaders (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.
shader_indexes (List<int>) : Instance shader index into "shaders" array. Optional; used only if "shaders" are set. The value of -1 means don't override.
shaders_match (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)).
shaders_match_indexes (List<int>) : Instance scene name shader override index into "shaders_match" list.
shaders_match_file (String) : Scene name based shader override file. If set "shaders_match" and "shaders_match_indexes" are ignored.
map_channels (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.
map_channel_indexes (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.
object_properties (Plugin) : Object properties.
user_attributes_bin (List<int>) : Per-instance serialized user attributes (refer to BinUserAttributesWriter).

GeomScatter

Chaos Scatter instancing plugin [gpuSupport=(full)]

new GeomScatter()
Properties
targets (List<Plugin>) : Geometry to scatter on
target_factors (List<float>) : Relative scatter probability factors for target meshes
targets_tangent_mode (int) : Tangents computation mode for target surfaces
models (List<Plugin>) : Objects to be scattered
model_frequencies (List<float>) : Relative frequency with which models are selected
model_parents (List<int>) : Parent index of the models
scatter_type (int) : Scatter type (Splines/Surfaces/In bounding box
instance_count_limit (int) : Limits the maximum number of scattered instances
seed (int) : The seed of the random distribution
rest_pose_enabled (boolean) : Enable temporal consistency
rest_pose_frame (double) : Rest pose frame used for temporal consistency
avoid_collisions (boolean) : Discard colliding instances
avoid_collisions_spacing (float) : Bounding box multiplier for collision detection
surface_scatter_mode (int) : Surface scatter mode (Random/UV)
surface_random_count (int) : Surface scatter count
surface_random_use_density (boolean) : Use instances per area
surface_random_edge_size (float) : Square size for distribution per area
surface_random_density_map (TextureFloat) : Distribution density texture
surface_random_density_map_pattern (int) : Distribution density texture pattern
surface_map_pattern (int) : UV mapping pattern
surface_map_planar (boolean) : Override by planar mapping
surface_map_planar_axis (int) : The projection axis for planar mapping on non-planar meshes
surface_map_lock_v (boolean) : Lock V for spacing, jitter and offset
surface_map_spacing_u (float) : Surface map spacing U
surface_map_spacing_v (float) : Surface map spacing V
surface_map_jitter_u (float) : Surface map jitter U
surface_map_jitter_v (float) : Surface map jitter V
surface_map_offset_u (float) : Surface map offset U
surface_map_offset_v (float) : Surface map offset V
map_channel (int) : Target meshes mapping channel index
map_channel_name (String) : Target meshes mapping channel name. Overrides "map_channel" if not empty.
surface_slope_limit_enabled (boolean) : Slope limit enabled (false/true)
surface_slope_limit_mode (int) : Slope limit up axis mode (Local/World)
surface_slope_limit_min (float) : Minimum slope in radians
surface_slope_limit_max (float) : Maximum slope in radians
surface_altitude_limit_enabled (boolean) : Altitude limit enabled (false/true)
surface_altitude_limit_mode (int) : Altitude limit mode (Position independent/World)
surface_altitude_limit_min (float) : Minimum altitude
surface_altitude_limit_max (float) : Maximum altitude
surface_altitude_limit_falloff_curve (List<Vector>) : Altitude falloff curve control points
surface_altitude_limit_falloff_curve_interp (int) : Altitude falloff curve interpolation
spline_vertices (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.
spline_vertex_counts (List<int>) : Spline target vertex counts
spline_transforms (List<Transform>) : Spline target transforms
spline_spacing (float) : Distance between instances on spline
spline_jitter (float) : Amount of randomness in on-spline distribution
spline_offset (float) : Offset for all instances, 1 means the instances will shift by one place
spline_follow_amount (float) : Controls orientation of instances. 1.0 - follow spline direction, 0.0 - unchanged
volume_random_count (int) : Volume scatter count
volume_random_use_density (boolean) : Use instances per volume
volume_random_edge_size (float) : Cube size for distribution per volume
transforms_translation_from (Vector) : Translation From
transforms_translation_to (Vector) : Translation To
transforms_translation_step (float) : Translation Step
transforms_translation_step_x (boolean) : Enable translation stepping on X axis
transforms_translation_step_y (boolean) : Enable translation stepping on Y axis
transforms_translation_step_z (boolean) : Enable translation stepping on Z axis
transforms_translation_map (Texture) : Translation map
transforms_translation_map_mode (int) : Mode for interpreting translation map
transforms_translation_map_x (boolean) : Enable translation map on X axis
transforms_translation_map_y (boolean) : Enable translation map on Y axis
transforms_translation_map_z (boolean) : Enable translation map on Z axis
transforms_rotation_from (Vector) : Rotation From
transforms_rotation_to (Vector) : Rotation To
transforms_rotation_step (float) : Rotation Step
transforms_rotation_step_x (boolean) : Enable rotation stepping on X axis
transforms_rotation_step_y (boolean) : Enable rotation stepping on Y axis
transforms_rotation_step_z (boolean) : Enable rotation stepping on Z axis
transforms_rotation_normal_alignment (float) : Normal Alignment
transforms_rotation_map (Texture) : Rotation map
transforms_rotation_map_mode (int) : Mode for interpreting rotation map
transforms_rotation_map_x (boolean) : Enable rotation map on X axis
transforms_rotation_map_y (boolean) : Enable rotation map on Y axis
transforms_rotation_map_z (boolean) : Enable rotation map on Z axis
transforms_rotation_preserve (boolean) : Preserve model rotation
look_at_enabled (boolean) : Look at auto-rotation enabled (false/true)
look_at_target (Plugin) : Reference to the focus target object selected by the user
look_at_falloff_distance (float) : Max fallOff distance from the focusDirection position
look_at_falloff_curve (List<Vector>) : Look at falloff curve control points
look_at_falloff_curve_interp (int) : Look at falloff curve interpolation
look_at_models_orientation_axis (int) : Model objects orientation axis
look_at_models_orientation_axis_invert (boolean) : Model objects orientation axis inversion (false/true)
look_at_horizontal (boolean) : When true,instances are rotated horizontally (only)
transforms_scale_from (Vector) : Scale From
transforms_scale_to (Vector) : Scale To
transforms_scale_step (float) : Scale Step
transforms_scale_step_x (boolean) : Enable scale stepping on X axis
transforms_scale_step_y (boolean) : Enable scale stepping on Y axis
transforms_scale_step_z (boolean) : Enable scale stepping on Z axis
transforms_scale_uniform (boolean) : Uniform Scaling
transforms_scale_map (Texture) : Scale map
transforms_scale_map_mode (int) : Mode for interpreting scale map
transforms_scale_map_x (boolean) : Enable scale map on X axis
transforms_scale_map_y (boolean) : Enable scale map on Y axis
transforms_scale_map_z (boolean) : Enable scale map on Z axis
transforms_scale_preserve (boolean) : Preserve model scale
area_modifiers_vertices (List<Vector>) : Include/exclude spline vertices
area_modifiers_vertex_counts (List<int>) : Include/exclude spline vertex counts
area_modifiers (List<Plugin>) : Include/exclude meshes or GeomScatterSpline
area_modifiers_operation (List<int>) : Area Modifiers operator (Include/Exclude)
area_modifiers_falloff_near (List<float>) : Area Modifiers near falloff
area_modifiers_falloff_far (List<float>) : Area Modifiers far falloff
area_modifiers_scale (List<float>) : Area Modifiers scale
area_modifiers_density (List<float>) : Area Modifiers density
area_modifiers_axis (List<int>) : Area Modifiers axis (X/Y/Z)
flip_axis (int) : Determine which axis is Up for the target and model geometry objects
edge_trimming_enabled (int) : Edge trimming enable flag
camera_clipping_enabled (boolean) : Camera clipping enable flag
camera_clipping_mode (int) : Camera clipping mode
camera_clipping_selected_cam (Plugin) : Selected clipping camera plugin, if the mode='SelectedCamera'
camera_clipping_extend_view (float) : Uniform extension to camera view frustum in all directions
camera_clipping_near_far_enabled (boolean) : Camera near/far clipping enable flag
camera_clipping_near_distance (float) : Camera near clipping distance
camera_clipping_far_distance (float) : Camera far clipping distance
instance_override_info_packs (List<int>) : List of IDs for the overridden instances, where each pack of 3 integeres represents uint64 ID hi&low part and override flags
instance_override_transforms (List<Transform>) : List of transforms for the overridden instances
instance_override_placements (List<Vector>) : List of placements (barycoors and target triangle index) for the overridden instances
presample_surface_color_map (boolean) : Enable/disable surface color maps presample.
instances_cryptomatte_override (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.
compatibility_skip_transformations_rebase (boolean) : If true - skip transformations rebase related to the up axis.
compatibility_skip_original_rotation (boolean) : If true - skip original model rotation, which is used to influence instances scattering on a spline.
compatibility_sample_model_tm_at_rest_pose (boolean) : If true - acquire the preserved model transform at rest pose time.
compatibility_spline_scatter_normals_refdir (boolean) : If true - use static/constant reference direction for spline scattering normals
compatibility_planar_map_no_scale_swap (boolean) : If true - use the old planar map calculation, which does not swap scale factors on axis swap.
compatibility_light_bounding_box_mode (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).
compatibility_single_channel_limitation (boolean) : If true - use the old single user channel limitation, which does not allow using different channels for different plugged maps.
compatibility_edited_instances_avoidance_legacy (boolean) : If true - use the legacy incorrect population rearrangement in the vicinity of edited instances
compatibility_omit_rest_pose_transformations (boolean) : If true - use the legacy insufficient treatment in the temporal consistency of the collision avoidance in animated scenes with changing transformations.
compatibility_tiny_triangles_scattering (boolean) : If true - use the old too benevolent treatment of instances scattered onto very small triangles of the mesh when using UV-distribution
compatibility_altitude_falloff_unstable_randomization (boolean) : If true - use the old altitude falloff density randomization, which may show differences under specific circumstances.
compatibility_altitude_falloff_inconsistency (boolean) : If true - use the old altitude falloff density calculations, which may suffer inconsistencies under different paltform/os.
compatibility_transforms_inconsistency (boolean) : If true - enable the legacy transforms calculation, which may suffer inconsistencies under different paltform/os.
compatibility_use_volatile_edited_instance_ids (boolean) : If true - enable the legacy volatile/unsafe instance IDs for the edited instances; If false - have them safe
compatibility_cyclic_map_channel_selection (boolean) : If true - brings back the map channel cyclic selection; If false use the exact channel selected or 0 the channel isn't available)

GeomScatterSpline

Chaos Scatter spline input plugin [gpuSupport=(full)]

new GeomScatterSpline()
Properties
vertices (List<Vector>) : Spline vertices
triangulate (int) : Triangulate as mesh (0:off; 1:on; 2:only if closed)

GeomStaticMesh

Geometry source plugin. Defines mesh data (including UV coordinates and per-face material IDs). Supports motion blur and dynamic loading. [gpuSupport=(full)]

new GeomStaticMesh()
Properties
vertices (List<Vector>) : Array of Vector vertex positions for the mesh (in object space)
faces (List<int>) : Array of indices into the 'vertices' array. Each three consecutive indices form a triangle.
normals (List<Vector>) : Array of normal vectors
faceNormals (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'.
map_channels (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.
map_channels_names (List<String>) : A list containing the names of the mapping channels.
edge_visibility (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)
face_mtlIDs (List<int>) : Material IDs for each face
shaders_names (List<Object>) : A list of shader names; each item is a list of 2 elements - 0: face material ID, 1: shader name
smooth_derivs (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.
weld_threshold (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.
reference_mesh (Plugin) : The reference mesh which is used to calculate the uvw coordinates when a 3d placement is used.
reference_transform (Transform) : The transform of the reference mesh.
primary_visibility (boolean) : Whether this geometry is visible to primary camera rays. If off shading an intersection with this mesh will not generate a gbuffer.
dynamic_geometry (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
smooth_uv_borders (boolean) : True to smooth UVs at mesh borders when rendering this mesh as a subdivision surface.
smooth_uv (boolean) : True to smooth UVs when rendering this mesh as a subdivision surface.
velocities (List<Vector>) : Per vertex velocities, taken from a ColorSet in Maya
first_poly_vertices (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.
osd_subdiv_enable (boolean) : True to enable OpenSubdiv subdivision.
osd_subdiv_level (int) : Level of OpenSubdiv subdivision. 0 means no subdivison.
osd_subdiv_type (int) : Type of OpenSubdiv subdivision. 0 - Catmull Clark, 1 - Loop
osd_subdiv_uvs (boolean) : True to smooth UVs when applying subdivision with OpenSubdiv
osd_preserve_map_borders (int) : Different modes for subdividing the uv boundaries with OpenSubdiv. The valid values are: 0 - none; 1 - internal; 2 - all
osd_preserve_geometry_borders (boolean) : True to keep the geometry boundaries in place while subdividing the mesh with OpenSubdiv.
edge_creases_vertices (List<int>) : The indices of the vertices of the creased edges. Contains two indices per edge.
edge_creases_sharpness (List<float>) : Sharpness values for each creased edge.
vertex_creases_vertices (List<int>) : A list of creased vertices.
vertex_creases_sharpness (List<float>) : The sharpness values of the creased vertices.
compatibility_with (int) : Compatibility mode (0 - Default (Maya); 1 - Houdini; 2 - 3dsMax extended time instancing). Currently affects velocity interpolation and motion blur samples processing.

GeomStaticNURBS

Geometry source plugin. Defines a smooth NURBS surface. [gpuSupport=(none)]

new GeomStaticNURBS()
Properties
cvs (List<Object>) : List of lists. Each inner list defines one NURB spline with control vertices (vectors).
weights (List<Object>) : List of lists. Each inner list contains the weights (floats) for one NURB spline. Must match the control vertices lists in 'cvs'.
trims (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
listTrimCurves (List<Plugin>) : List of NURBSCurve objects - the trimming curves
trimsComplex (Plugin) : A single TrimmingRegionsComplex plug-in containing all the trim information.
uKnots (List<float>) : U direction knot values
vKnots (List<float>) : V direction knot values
maxSubdivDepth (int) : Maximum depth of subdivision when tessellating the NURBS
flatnessCoef (float) : Specifies how far the approximation can deviate from the actual NURBS surface
regularSubdiv (boolean)
regularUSteps (int)
regularVSteps (int)
uDirectionType (int) : (0 - Clamped, 1 - Closed, 2 - Open)
vDirectionType (int) : (0 - Clamped, 1 - Closed, 2 - Open)
uDegree (int)
vDegree (int)
flipNormals (boolean) : If true, invert the directions
generateStatic (boolean)
primary_visibility (boolean) : Whether this geometry is visible to primary camera rays
reference_nurbs (Plugin) : The reference nurbs object which is used to calculate the uvw coordinates when a 3d placement is used.
reference_transform (Transform) : The transform of the reference nurbs object.

GeomStaticSmoothedMesh

Wrapper for another geometry source plugin. Adds face smoothing (subdivision). Can also directly add displacement instead of chaining with GeomStaticDisplacedMesh [gpuSupport=(full)]

new GeomStaticSmoothedMesh()
Properties
mesh (Plugin) : The triangle mesh that will be displaced
displacement_tex_color (Texture) : The displacement texture. Its intensity is used if the displacement is 2d.
displacement_tex_float (TextureFloat) : The displacement texture
displacement_amount (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.
displacement_shift (float) : This constant value is added to the displacement map
keep_continuity (boolean) : If true, the plugin will attempt to keep the continuity of the displaced surface
water_level (float) : Geometry below this displacement level will be clipped away
vector_displacement (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.
map_channel (int) : The mapping channel to use for vector displacement.
map_channel_name (String) : The mapping channel name to use for vector displacement. Overrides the map_channel parameter if valid.
image_width (int) : This parameter overrides the imgWidth paramter from VRayFrameData during the calculation of the subdivision depth.
cache_normals (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.
object_space_displacement (boolean) : If true, the parent transformation will affect the amount of displacement. Used only when doing 3D displacement.
static_subdiv (boolean) : True if the resulting triangles of the subdivision algorithm will be inserted into the rayserver as static geometry.
use_globals (boolean) : If true, the global displacement quality settings will be used.
view_dep (boolean) : If use_globals is false, this determines if view-dependent tessellation is used.
edge_length (float) : If use_globals is false, this determines the approximate edge length for the sub-triangles.
max_subdivs (int) : If use_globals is false, this determines the maximum subdivisions for a triangle of the original mesh.
use_bounds (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.
min_bound (Color) : The lowest value for the displacement texture
max_bound (Color) : The biggest value for the displacement texture
preserve_map_borders (int) : The valid values are: -1 - not set; 0 - none; 1 - internal; 2 - all
preserve_geometry_borders (boolean) : If true, edges on the geometry border won't be subdivided
classic_catmark (boolean) : If equal to 1 then the classical Catmull-Clark masks will be used for meshes which contain only quadrangles.

InfoRenderEngine

Provide render engine type as a plugin in the vrscene

new InfoRenderEngine()
Properties
engine_type (String) : Rendering platform identifier: cpu/cuda/rtx.
version (String) : Automatically set! Do not set from the integration yourself! V-Ray core version currently formatted as . 0. .
build (String) : Automatically set! Do not set from the integration yourself! Source control revision (git hash).
build_number (String) : Automatically set! Do not set from the integration yourself! 5-digit build number, e.g. 31234.
build_date (String) : Automatically set! Do not set from the integration yourself! Format: YYYY-MM-DD HH:MM GMT
exporter_version (String) : The version of the V-Ray integration, formatted as . 0. .
build_mod (String) : The build modification string: ADV/EDU/PLE. ADV is assumed if blank/missing.
host (String) : Host application like "3ds Max", "Maya".
host_version (String) : Host application version as string.

Instancer

Top-level geometry plugin. Efficiently instances objects in the scene. Often used for particles and vegetation. [gpuSupport=(partial)]

new Instancer()
Properties
acceleration_pp (List<Color>) : Per-particle acceleration.
colors (List<Color>) : Per-particle diffuse color.
emission_pp (List<Color>) : Per-particle emission color.
user_color_pp_1 (List<Color>) : Corresponds to Maya's userVector1PP.
user_color_pp_2 (List<Color>) : Corresponds to Maya's userVector2PP.
user_color_pp_3 (List<Color>) : Corresponds to Maya's userVector3PP.
user_color_pp_4 (List<Color>) : Corresponds to Maya's userVector4PP.
user_color_pp_5 (List<Color>) : Corresponds to Maya's userVector5PP.
age_pp (List<float>) : Per-particle age.
lifespan_pp (List<float>) : Per-particle lifespan.
opacity_pp (List<float>) : Per-particle opacity.
user_float_pp_1 (List<float>) : Corresponds to Maya's userScalar1PP.
user_float_pp_2 (List<float>) : Corresponds to Maya's userScalar2PP.
user_float_pp_3 (List<float>) : Corresponds to Maya's userScalar3PP.
user_float_pp_4 (List<float>) : Corresponds to Maya's userScalar4PP.
user_float_pp_5 (List<float>) : Corresponds to Maya's userScalar5PP.
instances (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, ...
instances_material_override (Plugin) : Use override material even if particle has a material specified.
nsamples (int) : Number of transform samples for motion blur
visible (boolean) : If false, no geometry will be generated and rendered
shading_needs_ids (boolean) : Set to true if the particle shade data sent to the instanced geometry needs to include the particle ID.
use_additional_params (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.
use_visibility (boolean) : Use particle visibility. If set to 'true' the lists in the 'instances' parameter have particle visibility parameter after 'additional parameters'.
use_direct_velocity (boolean) : Directly interpolate particle velocity.
render_ids_gen_mode (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.
extra_channels (List<Plugin>) : Extra channels that hold auxiliary instances data
use_time_instancing (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)

Instancer2

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)]

new Instancer2()
Properties
acceleration_pp (List<Color>) : Per-particle acceleration.
colors (List<Color>) : Per-particle diffuse color.
emission_pp (List<Color>) : Per-particle emission color.
user_color_pp_1 (List<Color>) : Corresponds to Maya's userVector1PP.
user_color_pp_2 (List<Color>) : Corresponds to Maya's userVector2PP.
user_color_pp_3 (List<Color>) : Corresponds to Maya's userVector3PP.
user_color_pp_4 (List<Color>) : Corresponds to Maya's userVector4PP.
user_color_pp_5 (List<Color>) : Corresponds to Maya's userVector5PP.
age_pp (List<float>) : Per-particle age.
lifespan_pp (List<float>) : Per-particle lifespan.
opacity_pp (List<float>) : Per-particle opacity.
user_float_pp_1 (List<float>) : Corresponds to Maya's userScalar1PP.
user_float_pp_2 (List<float>) : Corresponds to Maya's userScalar2PP.
user_float_pp_3 (List<float>) : Corresponds to Maya's userScalar3PP.
user_float_pp_4 (List<float>) : Corresponds to Maya's userScalar4PP.
user_float_pp_5 (List<float>) : Corresponds to Maya's userScalar5PP.
instances (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, ...
instances_material_override (Plugin) : Use override material even if particle has a material specified.
nsamples (int) : Number of transform samples for motion blur
visible (boolean) : If false, no geometry will be generated and rendered
shading_needs_ids (boolean) : Set to true if the particle shade data sent to the instanced geometry needs to include the particle ID.
use_additional_params (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.
use_visibility (boolean) : Use particle visibility. If set to 'true' the lists in the 'instances' parameter have particle visibility parameter after 'additional parameters'.
use_direct_velocity (boolean) : Directly interpolate particle velocity.
render_ids_gen_mode (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.
extra_channels (List<Plugin>) : Extra channels that hold auxiliary instances data
use_time_instancing (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)

LightAmbient

Ambient light source (GL-style fake GI) [gpuSupport=(none)]

new LightAmbient()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
decay_near_on (boolean) : True if near decay is enabled
decay_near_start (float) : A distance value where the near decay starts
decay_near_end (float) : A distance value where the near decay ends
decay_far_on (boolean) : True if far decay is enabled
decay_far_start (float) : A distance value where the far decay starts
decay_far_end (float) : A distance value where the far decay ends
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
areaSpeculars (boolean) : If true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
shadowRadius (float) : The size of the light; 0.0 is a point light, larger values produces soft (area) shadows
shadowRadius_tex (TextureFloat) : A float texture that if present will override the shadows radius parameter
storeWithIrradianceMap (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.
shadowSubdivs (int) : Controls the number of samples used to compute lighting
decay (float) : Exponent for the distance decay function. The default is the inverse square law. 0 disables decay.
ambient_shade (TextureFloat) : The ambient component of the omni light

LightAmbientMax

V-Ray implementation of the ambient light in 3dsMax [gpuSupport=(none)]

new LightAmbientMax()
Properties
enabled (boolean) : true if the light is enabled
mode (int) : Specifies which rays are affected by the ambient light
gi_min_distance (float) : minimal distance for gi rays
color (Texture) : The ambient color
compensate_exposure (boolean) : true to compensate for camera exposure
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to

LightDirect

Infinite directional (parallel) light source [gpuSupport=(partial)]

new LightDirect()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
storeWithIrradianceMap (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.
shadowSubdivs (int) : Controls the number of samples used to compute lighting
beamRadius (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
spreadAngle (float) : A value larger than 0.0 makes the light cast soft shadows

LightDirectMax

V-Ray implementation of the directional light in 3dsMax [gpuSupport=(partial)]

new LightDirectMax()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
areaSpeculars (boolean) : If true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
shadowRadius (float) : The size of the light; 0.0 is a point light, larger values produces soft (area) shadows
shadowRadius_tex (TextureFloat) : A float texture that if present will override the shadows radius parameter
storeWithIrradianceMap (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.
shadowSubdivs (int) : Controls the number of samples used to compute lighting
projector_map (Texture)
decay_type (int) : Decay type (0 - no decay, 1 - linear, 2 - square)
decay_start (float) : Minimum distance to start applying decay
near_attenuation (boolean) : true to use near attenuation
near_attenuation_start (float) : Near attenuation start distance
near_attenuation_end (float) : Near attenuation end distance
far_attenuation (boolean) : true to use far attenuation
far_attenuation_start (float) : far attenuation start distance
far_attenuation_end (float) : far attenuation end distance
shadowShape (int) : Shape for soft shadows (0 - box, 1 - sphere)
shadowRadius1 (float) : V-size for box shadows
shadowRadius2 (float) : W-size for box shadows
overshoot (boolean) : true if the light is not limited in the beam
hotspot (float) : The hotspot, in radians
fallsize (float) : The entire spot cone, in radians
shape_type (int) : The shape of the beam (0 - circular, 1 - rectangular, 2 - smooth rectangular)
rect_aspect (float) : Aspect for the rectangle shape

LightDirectModo

Infinite directional (parallel) light source. Similar to LightDirect, but treats soft shadows differently. [gpuSupport=(partial)]

new LightDirectModo()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
storeWithIrradianceMap (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.
shadowSubdivs (int) : Controls the number of samples used to compute lighting
beamRadius (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
spreadAngle (float) : A value larger than 0.0 makes the light cast soft shadows

LightDome

Dome light source for image based lighting. Intersected infinitely away from the scene (when a ray doesn't hit anything) [gpuSupport=(partial)]

new LightDome()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
subdivs (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.
invisible (boolean) : True if the light is NOT directly visible from the camera and false otherwise.
storeWithIrradianceMap (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.
affectReflections (boolean) : True if the light appears in reflections and false otherwise.
objectID (int) : Object ID for use by shaders, render elements, etc.
useMIS (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.
dome_spherical (boolean) : When enabled, the dome light covers the entire sphere around the scene. When off, the light covers a hemisphere only.
use_dome_tex (boolean) : True if the texture should be used
dome_tex (Texture) : Specify the texture to use. You have to set use_dome_tex=1 as well.
tex_resolution (int) : The texture presampling resolution
tex_adaptive (float) : The adaptivity of the sampling to the texture brightness (0.0 - no adaptivity; 1.0 - full adaptivity
dome_targetRadius (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.
dome_emitRadius (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.
affect_alpha (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.
dome_rayDistanceMode (int) : Specifies the method of determining the maximum distance to which shadow rays are going to be traced.
dome_rayDistance (float) : The maximum distance to which shadow rays are going to be traced, when the ray distance mode is set to explicit.
dome_adaptive (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.
dome_grid_res (int) : This is a debug parameter, which is not expected to be modified by users. The resolution of the dome light grid.
dome_u_tiles (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.
dome_finite_on (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.
finite_radius (float) : The radius of the finite dome.
finite_cameraHeight (float) : The height of the camera center from the ground. This is the point of projection of the infinite dome to the finite.
finite_groundBlend (float) : Determines the blending amount between the finite ground and upper hemisphere.

LightIES

Light source using .ies file definitions of real fixtures [gpuSupport=(partial)]

new LightIES()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
decay_near_on (boolean) : True if near decay is enabled
decay_near_start (float) : A distance value where the near decay starts
decay_near_end (float) : A distance value where the near decay ends
decay_far_on (boolean) : True if far decay is enabled
decay_far_start (float) : A distance value where the far decay starts
decay_far_end (float) : A distance value where the far decay ends
storeWithIrradianceMap (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.
shadowSubdivs (int) : Controls the number of samples used to compute lighting
ies_file (String) : IES file with luminaire description
filter_color (Color) : A color multiplier for the light
power (float) : Limuous power (in lm); if zero, the default lumious power from the IES profile is used.
override_prescribed_power (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
area_speculars (boolean) : true to cause specular highlights produced by the light to match the light shape; false to always produce speculars as a point light
soft_shadows (int) : 0 works as point light; 1 to use the shape of the light for shadows; 2 to also use it for illumination
ies_light_shape (int) : IES light shape; if -1 the default light shape from IES profile is used.
ies_light_width (float) : Light shape width (in metres); if ies_light_shape is -1 the default light width from the IES profile is used.
ies_light_length (float) : Light shape length (in metres); if ies_light_shape is -1 the default light length from the IES profile is used.
ies_light_height (float) : Light shape height (in metres); if ies_light_shape is -1 the default light height from the IES profile is used.
ies_light_diameter (float) : Light shape diameter (in metres); if ies_light_shape is -1 the default light diameter from the IES profile is used.
rescale_max_intensty (boolean) : If this is true, the intensity values of the IES file will be scaled, so the new maximum value is new_max_intensity.
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

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)]

new LightIESMax()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
decay_near_on (boolean) : True if near decay is enabled
decay_near_start (float) : A distance value where the near decay starts
decay_near_end (float) : A distance value where the near decay ends
decay_far_on (boolean) : True if far decay is enabled
decay_far_start (float) : A distance value where the far decay starts
decay_far_end (float) : A distance value where the far decay ends
storeWithIrradianceMap (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.
shadowSubdivs (int) : Controls the number of samples used to compute lighting
ies_file (String) : IES file with luminaire description
filter_color (Color) : A color multiplier for the light
power (float) : Limuous power (in lm); if zero, the default lumious power from the IES profile is used.
override_prescribed_power (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
area_speculars (boolean) : true to cause specular highlights produced by the light to match the light shape; false to always produce speculars as a point light
soft_shadows (int) : 0 works as point light; 1 to use the shape of the light for shadows; 2 to also use it for illumination
ies_light_shape (int) : IES light shape; if -1 the default light shape from IES profile is used.
ies_light_width (float) : Light shape width (in metres); if ies_light_shape is -1 the default light width from the IES profile is used.
ies_light_length (float) : Light shape length (in metres); if ies_light_shape is -1 the default light length from the IES profile is used.
ies_light_height (float) : Light shape height (in metres); if ies_light_shape is -1 the default light height from the IES profile is used.
ies_light_diameter (float) : Light shape diameter (in metres); if ies_light_shape is -1 the default light diameter from the IES profile is used.
rescale_max_intensty (boolean) : If this is true, the intensity values of the IES file will be scaled, so the new maximum value is new_max_intensity.
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).

LightInstancer

Light instancing plugin. [gpuSupport=(full)]

new LightInstancer()
Properties
enabled (boolean) : Switch to enabled/disable light instances illumation.
source_light (Plugin) : The instancing source. Supports any plugin providing EXT_LIGHT_INTERFACE.
transforms_vector (List<Vector>) : Instances transforms vector (4 vectors are one transform: 3 columns of the matrix and offset).
transforms (List<Transform>) : Instances transforms.
use_source_light_transform (boolean) : Multiply instance transform with the source light transform.
colors (List<Color>) : Instances colors.
intensities (List<float>) : Instances intensities.

LightLuminaire

A light source representing the pre-computed radiance of a luminaire. [gpuSupport=(none)]

new LightLuminaire()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
decay_near_on (boolean) : True if near decay is enabled
decay_near_start (float) : A distance value where the near decay starts
decay_near_end (float) : A distance value where the near decay ends
decay_far_on (boolean) : True if far decay is enabled
decay_far_start (float) : A distance value where the far decay starts
decay_far_end (float) : A distance value where the far decay ends
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
subdivs (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.
invisible (boolean) : True if the light is NOT directly visible from the camera and false otherwise.
occludeLights (boolean) : When enabled, the light will occlude other lights for shadow, GI and reflection rays when it's invisible.
storeWithIrradianceMap (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.
affectReflections (boolean) : True if the light appears in reflections and false otherwise.
noDecay (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).
objectID (int) : Object ID for use by shaders, render elements, etc.
useMIS (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.
file (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.
lod_on (boolean) : Turn on level of detail for wavelet-based fields.
sampling_mode (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)
filtering (boolean) : Turn on filtering for grid and wavelet proxies.
filter_strength (float) : Multiplier for the spread of vMF lobe, measured in number of (equiangular) bins.
scale (float) : Scaling factor of the luminaire.

LightMesh

Area light source based on a custom geometry source [gpuSupport=(partial)]

new LightMesh()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
decay_near_on (boolean) : True if near decay is enabled
decay_near_start (float) : A distance value where the near decay starts
decay_near_end (float) : A distance value where the near decay ends
decay_far_on (boolean) : True if far decay is enabled
decay_far_start (float) : A distance value where the far decay starts
decay_far_end (float) : A distance value where the far decay ends
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
subdivs (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.
invisible (boolean) : True if the light is NOT directly visible from the camera and false otherwise.
occludeLights (boolean) : When enabled, the light will occlude other lights for shadow, GI and reflection rays when it's invisible.
storeWithIrradianceMap (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.
affectReflections (boolean) : True if the light appears in reflections and false otherwise.
noDecay (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).
doubleSided (boolean) : Controls whether light is emitted from both sides of each face.
lightPortal (int) : Specifies if the light is a portal light (0 - normal light, 1 - portal light, 2 - simple portal light)
objectID (int) : Object ID for use by shaders, render elements, etc.
useMIS (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.
geometry (Plugin) : A geometry mesh plugin which will provide the shape of the light
ignoreLightNormals (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.
use_tex (boolean) : True if the texture should be used
tex (Texture) : The light texture. You also need use_tex=1.
tex_resolution (int) : The internal texture resolution
cache_tex (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
user_attributes (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
user_attributes_bin (List<int>) : Serialized user attributes (refer to BinUserAttributesWriter).
map_channels (Plugin) : A plugin providing map channels override data via EXT_EXTERNAL_MAP_CHANNELS interface.

LightOmni

Omnidirectional point light source [gpuSupport=(partial)]

new LightOmni()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
decay_near_on (boolean) : True if near decay is enabled
decay_near_start (float) : A distance value where the near decay starts
decay_near_end (float) : A distance value where the near decay ends
decay_far_on (boolean) : True if far decay is enabled
decay_far_start (float) : A distance value where the far decay starts
decay_far_end (float) : A distance value where the far decay ends
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
areaSpeculars (boolean) : If true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
shadowRadius (float) : The size of the light; 0.0 is a point light, larger values produces soft (area) shadows
shadowRadius_tex (TextureFloat) : A float texture that if present will override the shadows radius parameter
storeWithIrradianceMap (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.
shadowSubdivs (int) : Controls the number of samples used to compute lighting
decay (float) : Exponent for the distance decay function. The default is the inverse square law. 0 disables decay.

LightOmniMax

V-Ray implementation of the omnidirectional light in 3dsMax [gpuSupport=(partial)]

new LightOmniMax()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
areaSpeculars (boolean) : If true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
shadowRadius (float) : The size of the light; 0.0 is a point light, larger values produces soft (area) shadows
shadowRadius_tex (TextureFloat) : A float texture that if present will override the shadows radius parameter
storeWithIrradianceMap (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.
shadowSubdivs (int) : Controls the number of samples used to compute lighting
projector_map (Texture)
decay_type (int) : Decay type (0 - no decay, 1 - linear, 2 - square)
decay_start (float) : Minimum distance to start applying decay
near_attenuation (boolean) : true to use near attenuation
near_attenuation_start (float) : Near attenuation start distance
near_attenuation_end (float) : Near attenuation end distance
far_attenuation (boolean) : true to use far attenuation
far_attenuation_start (float) : far attenuation start distance
far_attenuation_end (float) : far attenuation end distance
shadowShape (int) : Shape for soft shadows (0 - box, 1 - sphere)
shadowRadius1 (float) : V-size for box shadows
shadowRadius2 (float) : W-size for box shadows

LightRectangle

Rectangular or disc shaped area light source [gpuSupport=(partial)]

new LightRectangle()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
decay_near_on (boolean) : True if near decay is enabled
decay_near_start (float) : A distance value where the near decay starts
decay_near_end (float) : A distance value where the near decay ends
decay_far_on (boolean) : True if far decay is enabled
decay_far_start (float) : A distance value where the far decay starts
decay_far_end (float) : A distance value where the far decay ends
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
subdivs (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.
invisible (boolean) : True if the light is NOT directly visible from the camera and false otherwise.
occludeLights (boolean) : When enabled, the light will occlude other lights for shadow, GI and reflection rays when it's invisible.
storeWithIrradianceMap (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.
affectReflections (boolean) : True if the light appears in reflections and false otherwise.
noDecay (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).
doubleSided (boolean) : Controls whether light is emitted from both sides of each face.
lightPortal (int) : Specifies if the light is a portal light (0 - normal light, 1 - portal light, 2 - simple portal light)
objectID (int) : Object ID for use by shaders, render elements, etc.
useMIS (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.
is_disc (boolean) : True if the light is disc shaped (round)
u_size (float) : The u dimension of the light (actually half-width) in scene units
v_size (float) : The v dimension of the light (actually half-height) in scene units
directional (float) : Narrow the spread of the lighting and make the light directional
directional_strength (float) : Controls the strength of the directional distribution
ignoreLightNormals (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.
use_rect_tex (boolean) : True if the texture should be used
rect_tex (Texture) : The light texture. You also need use_rect_tex=1.
tex_resolution (int) : The texture presampling resolution
tex_adaptive (float) : The adaptivity of the sampling to the texture brightness (0.0 - no adaptivity; 1.0 - full adaptivity

LightSphere

Spherical area light source [gpuSupport=(partial)]

new LightSphere()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
decay_near_on (boolean) : True if near decay is enabled
decay_near_start (float) : A distance value where the near decay starts
decay_near_end (float) : A distance value where the near decay ends
decay_far_on (boolean) : True if far decay is enabled
decay_far_start (float) : A distance value where the far decay starts
decay_far_end (float) : A distance value where the far decay ends
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
subdivs (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.
invisible (boolean) : True if the light is NOT directly visible from the camera and false otherwise.
occludeLights (boolean) : When enabled, the light will occlude other lights for shadow, GI and reflection rays when it's invisible.
storeWithIrradianceMap (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.
affectReflections (boolean) : True if the light appears in reflections and false otherwise.
noDecay (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).
objectID (int) : Object ID for use by shaders, render elements, etc.
useMIS (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.
radius (float) : The radius of the sphere light (in scene units).
sphere_segments (int) : Defines the smoothness of the sphere when visible in camera/reflection rays.

LightSpot

Spot light source without area (directed point light) [gpuSupport=(partial)]

new LightSpot()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
decay_near_on (boolean) : True if near decay is enabled
decay_near_start (float) : A distance value where the near decay starts
decay_near_end (float) : A distance value where the near decay ends
decay_far_on (boolean) : True if far decay is enabled
decay_far_start (float) : A distance value where the far decay starts
decay_far_end (float) : A distance value where the far decay ends
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
areaSpeculars (boolean) : If true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
shadowRadius (float) : The size of the light; 0.0 is a point light, larger values produces soft (area) shadows
shadowRadius_tex (TextureFloat) : A float texture that if present will override the shadows radius parameter
storeWithIrradianceMap (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.
shadowSubdivs (int) : Controls the number of samples used to compute lighting
falloffType (int) : The type of transition in the penumbra region; 0 - linear; 1 - smooth cubic
decay (float) : Exponent for the distance decay function. The default is the inverse square law. 0 disables decay.
coneAngle (float) : The entire spot cone, in radians
penumbraAngle (float) : The penumbra region, in radians; positive is outside the spot cone; negative is inside
dropOff (float) : The dropOff attribute
barnDoor (boolean) : true to produce a barn door effect.
barnDoorLeft (float) : angle between the light direction and the left barn door
barnDoorRight (float) : angle between the light direction and the right barn door
barnDoorTop (float) : angle between the light direction and the top barn door
barnDoorBottom (float) : angle between the light direction and the bottom barn door
useDecayRegions (boolean) : True to use decay regions.
startDistance1 (float) : Start of first decay region
endDistance1 (float) : End of first decay region
startDistance2 (float) : Start of second decay region
endDistance2 (float) : End of second decay region
startDistance3 (float) : Start of third decay region
endDistance3 (float) : End of third decay region

LightSpotMax

V-Ray implementation of the spot light in 3dsMax [gpuSupport=(partial)]

new LightSpotMax()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
areaSpeculars (boolean) : If true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
shadowRadius (float) : The size of the light; 0.0 is a point light, larger values produces soft (area) shadows
shadowRadius_tex (TextureFloat) : A float texture that if present will override the shadows radius parameter
storeWithIrradianceMap (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.
shadowSubdivs (int) : Controls the number of samples used to compute lighting
projector_map (Texture)
decay_type (int) : Decay type (0 - no decay, 1 - linear, 2 - square)
decay_start (float) : Minimum distance to start applying decay
near_attenuation (boolean) : true to use near attenuation
near_attenuation_start (float) : Near attenuation start distance
near_attenuation_end (float) : Near attenuation end distance
far_attenuation (boolean) : true to use far attenuation
far_attenuation_start (float) : far attenuation start distance
far_attenuation_end (float) : far attenuation end distance
shadowShape (int) : Shape for soft shadows (0 - box, 1 - sphere)
shadowRadius1 (float) : V-size for box shadows
shadowRadius2 (float) : W-size for box shadows
overshoot (boolean) : true if the light is not limited in the beam
hotspot (float) : The hotspot, in radians
fallsize (float) : The entire spot cone, in radians
shape_type (int) : The shape of the beam (0 - circular, 1 - rectangular, 2 - smooth rectangular)
rect_aspect (float) : Aspect for the rectangle shape

LuminaireBaker

Baking the emission of complex luminaires into a field representation [gpuSupport=(none)]

new LuminaireBaker()
Properties
enabled (boolean) : Turn on light baking.
filtering (boolean) : Turn on filtering.
filter_strength (float) : Strength of the filtering
texel_radius (float)
bin_spread (float)
resolution (int) : The resolution of the six-planar textures.
node (Plugin) : Node of the light to bake.
file (String) : The filename of the exported data.
type (int) : Type of directional representation. 0: Spherical harmonics, 1: Grid, 2: Wavelets
texel_sh_degree (int) : Per texel SH degree. Total number of coefficients is (degree+1)*(degree+1)
bin_subdivs (int) : Directional resolution for the wavelet representation.
compression_ratio (float) : Ratio 0.04 means that we keep 4% of all wavelet coefficients.
dump_dir (String) : Directory for dumping debug data.
include_mtl_ids (List<int>) : Faces with these ids will be included in the luminaire box.
exclude_mtl_ids (List<int>) : Faces with these ids will not be included in the luminaire box.
reduce_box_min (Vector) : Increase the box minimum by a fraction of the total box size.
reduce_box_max (Vector) : Decrease the box maximum by a fraction of the total box size.
photon_subdivs (int) : Total photon subdivs distributed among all active light sources.
use_convex_hull (boolean) : Use the convex hull as bounding geometry.
intensity_threshold (float) : If all elements of a side texture or side sampler are bellow this value then discard it.
minimize_box (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).
minimize_box_threshold (float) : Fraction of the maximum grid value below which grid cells are discarded during box minimization.
max_unoccluded_photons (float) : The maximal fraction of unoccluded photons. If more, the box minimization algorithm suggests that no pre-baked field cache is needed.
viewpoint_supersamples (int) : The number of samples per viewpoint sampler's texel.

MaterialOverrider

Replaces materials for specific nodes, similar to how SettingsLightLinker overrides which lights are used [gpuSupport=(partial)]

new MaterialOverrider()
Properties
enabled (boolean) : Enable material overrider
inclusion_nodes (List<Plugin>) : List of node plugins to consider for inclusion
inclusion_materials (List<Plugin>) : List of material plugins to consider for inclusion
mode (int) : 0:Override Selected; 1:Override All
global_material (Plugin) : A global override material used in the Override All mode
excluded_nodes_material (Plugin) : A single material that will be used to shade excluded nodes
override_lights_visibility (boolean) : Enable lights visibility overriding
visible_lights (List<Plugin>) : List of visible lights
first_hit_only (boolean) : If true do the overriding only for the first hit so that we keep the original material for GI, reflection etc.
patterns (List<String>) : A list of lists: (( [ user_attribute: ] pattern, material), ...).

MayaGamma

Applies gamma to the input texture. Gamma is textured unlike TexMaxGamma. Doable with TexAColorOp::power. [gpuSupport=(full)]

new MayaGamma()
Properties
input (Texture) : The input color
gamma (Texture) : Gamma values
color (OutputTexture) : The resulting color

MayaLightDirect

Infinite directional (parallel) light source. Similar to LightDirect but defines shadow radius in degrees instead of distance units.gpuSupport=(partial)

new MayaLightDirect()
Properties
enabled (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 (Transform) : The transformation of the light
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (int) : Determines the number of photons emitted by this light when calculating the Global Photon Map. 1000 subdivs equal 1 million photons.
causticSubdivs (int) : Determines the number of photons emitted by this light when calculating the Caustics Photon Map. 1000 subdivs equal 1 million photons.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
areaSpeculars (boolean) : If true, the highlight will match the shape of the light; if false, highlights will always be calculated as from a point light
shadowRadius (float) : The size of the light; 0.0 is a point light, larger values produces soft (area) shadows
shadowRadius_tex (TextureFloat) : A float texture that if present will override the shadows radius parameter
storeWithIrradianceMap (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.
shadowSubdivs (int) : Controls the number of samples used to compute lighting
shadowRadiusMode (int) : The units for the shadow radius (0 - radians; 1 - degrees)
beamRadius (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

MayaMtlMatte

Maya matte material. Controls how the alpha channel is affected. [gpuSupport=(none)]

new MayaMtlMatte()
Properties
mode (int) : The matte mode (0 - black hole; 1 - solid matte; 2 - opacity gain; 3 - solid alpha)
base_mtl (Plugin) : Base material
matte_opacity (TextureFloat) : Matte opacity (0 is transparent; 1 is opaque or normal)
alpha_transparency (TextureFloat) : Alpha transparency (used only in mode 3)

MayaMultiplyDivide

Provides multiplication/division of two input textures. Subset of TexAColorOp. [gpuSupport=(full)]

new MayaMultiplyDivide()
Properties
color1 (Texture) : First color
color2 (Texture) : Second color
operation (int) : Operation (1 - multiply, 2 - divide, 3 - power)
color (OutputTexture) : The resulting color

MayaProjectionTex

null

new MayaProjectionTex()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
wrap (boolean) : If true UVWs outside [ -1;1 ] will wrap back to the valid range.
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
base_texture (Texture)
nouvw_transparency (Texture)
transparency_mult (Texture)
transparency_offset (Texture)

MeshGeometryTrim

A plugin with per-face visibility list. [gpuSupport=(full)]

new MeshGeometryTrim()
Properties
visibility_list (List<int>) : A list containing bitpacked per-face visibility for the target mesh/proxy.
voxels_face_basis (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.

Mtl2Sided

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)]

new Mtl2Sided()
Properties
front (Plugin) : The material for the surface on the same side as the normal.
back (Plugin) : The material for the side that is opposite the surface normal.
translucency (Color) : Translucency between front and back.
translucency_tex (Texture) : Translucency texture.
translucency_tex_mult (float) : Multiplier for the translucency texture.
force_1sided (boolean) : True to make the sub-materials one-sided.
mult_by_front_diffuse (boolean) : True to multiply the back side color by the cached diffuse color of the front BRDF.
channels (List<Plugin>) : Render channels the result of this BRDF will be written to.

MtlDoubleSided

Deprecated. Use MtlSingleBRDF and its double_sided parameter. [gpuSupport=(none)]

new MtlDoubleSided()
Properties
base_mtl (Plugin) : Base material

MtlGLSL

Renders using a material description from a GLSL shader definition file [gpuSupport=(none)]

new MtlGLSL()
Properties
shader_file (String) : The path to the GLSL shader to execute ( .glsl, .frag, *.pfrag)
uvw_generators (List<Plugin>)
transparency (Color)
transparency_tex (Texture)
transparency_tex_mult (float)
use_shader_alpha (boolean) : Switch for using either the transparency parameters or the shader alpha result
uniforms (List<Object>) : Non-varying state variables referenced by the shader
max_ray_depth (int)
clamp_result (boolean) : Determines whether to clamp the final result
clamp_value (float) : The upper clamp limit for the result color should the clamp_result flag is true
use_inline_shader (boolean) : True to load the embedded shader instead of an external shader file
inline_shader (String)
vertex_channels (List<Object>) : Specifies additional mapping channels accessible through vr_VertexData[]
channels (List<Plugin>) : Render channels in which the result of this BRDF will be written to
bump_replaces_normal (boolean) : True to replace the normal on the GPU when this plugin is attached as a bump map

MtlMaterialID

Extends a base material with an ID that can be used by matte render channels [gpuSupport=(partial)]

new MtlMaterialID()
Properties
base_mtl (Plugin) : The base material
material_id_color (Texture) : The material ID color
material_id_number (int)
lpe_label (String) : Light path expressions material label which can be used to identify the material (e.g. CR'some_label'L).

MtlMayaRamp

Material plugin with parameters similar to using multiple TexRamp inputs. For use in V-Ray for Maya. [gpuSupport=(none)]

new MtlMayaRamp()
Properties
color_positions (List<Object>) : positions of the color ramp
color_colors (List<Texture>) : colors of the color ramp
color_interpolations (List<int>) : 0: none, 1: linear, 2: smooth, 3: spline
color_input (int) : 0: light angle, 1: facing angle, 2: brightness, 3: normalized brightness
transp_positions (List<Object>) : positions of the transparency ramp
transp_colors (List<Texture>) : colors of the transparency ramp
transp_interpolations (List<int>) : 0: none, 1: linear, 2: smooth, 3: spline
incan_positions (List<Object>) : positions of the incandescence ramp
incan_colors (List<Texture>) : colors of the incandescence ramp
incan_interpolations (List<int>) : 0: none, 1: linear, 2: smooth, 3: spline
specular_positions (List<Object>) : positions of the specular ramp
specular_colors (List<Texture>) : colors of the specular ramp
specular_interpolations (List<int>) : 0: none, 1: linear, 2: smooth, 3: spline
environm_positions (List<Object>) : positions of the environment ramp
environm_colors (List<Texture>) : colors of the environment ramp
environm_interpolations (List<int>) : 0: none, 1: linear, 2: smooth, 3: spline
specularRollOff_positions (List<Object>) : positions of the specular roll off ramp
specularRollOff_values (List<TextureFloat>) : values of the specular roll off ramp
specularRollOff_interpolations (List<int>) : 0: none, 1: linear, 2: smooth, 3: spline
reflectivity_positions (List<Object>) : positions of the reflectivity ramp
reflectivity_values (List<TextureFloat>) : values of the reflectivity ramp
reflectivity_interpolations (List<int>) : 0: none, 1: linear, 2: smooth, 3: spline
ambient_tex (Texture) : ambient texture
eccentricity_tex (TextureFloat) : eccentricity float texture
specularity_tex (TextureFloat) : specularity float texture
diffuse_tex (TextureFloat) : diffuse float texture
fscatter_tex (TextureFloat) : forward scatter float texture
reflection_limit (int) : reflection limit
refractions (boolean)
ior (float) : IOR for the material; this is ignored if the surface has a volume shader (the volume IOR is used).
refraction_limit (int) : The maximum refraction bounces
volume (Plugin)
bump_brdf (Plugin) : bump BRDF used internally for bump mapping
channels (List<Plugin>) : Render channels the result will be written to

MtlMDL

Renders using an nVidia MDL material description file [gpuSupport=(full)]

new MtlMDL()
Properties
mdl_module (String) : The fully-qualified MDL name of the MDL module (including package names, starting with "::")
mdl_material (String) : Deprecated. Supplanted by mdl_material_signature
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)"
input_parameters (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.
uvw_generators (List<Plugin>) : List of UVW generators that the material textures will indexed by position in the list
max_ray_depth (int) : Maximum trace depth allowed for material evaluation
mdl_path_list (String) : Semicolon-separated list of MDL search directories
imports_list (List<Object>) : List of import declarations to be inserted inside the temporary module
remap_roughness (int) : Expect squared roughness for GGX (on by default)
try_to_use_vraymtl (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)
displacement_tex (OutputTexture) : MDL material.geometry.displacement as texture
channels (List<Plugin>) : Render channels in which the result of this BRDF will be written to

MtlMulti

Contains a list of materials. Every triangle of a mesh defines which material it will use by ID (GeomStaticMesh.face_mtlIDs). [gpuSupport=(partial)]

new MtlMulti()
Properties
mtls (List<Plugin>) : (Deprecated; use mtls_list/ids_list instead). A list of two-element lists with the material id and the material plugin.
mtls_list (List<Plugin>) : A list of the materials.
volumes_list (List<Plugin>) : A list of volumes.
ids_list (List<int>) : A list of material IDs for the matching elements of mtls_list.
shader_sets_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.
use_shader_set_patterns (boolean) : Allow the use of wildcard patterns in shader_sets_list. On GPU this only works with one geometry per material.
mtlid_gen (TextureInt) : An integer texture that generates material ids; if not present, neither mtlid_gen_float is present then surface material id will be used.
mtlid_gen_float (TextureFloat) : A float texture that generates material ids; if not present, neither mtlid_gen is present then surface material id will be used.
mtlid_gen_float_round_mode (int) : How to round the values returned by 'mtlid_gen_float' when converting them to an integer.
wrap_id (boolean) : true to wrap the material ID's to the largest specified ID for the material
scene_name (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.
channels (List<Plugin>) : Render channels in which the result of this BRDF will be written to

MtlObjBBox

This wrapper material provides object bounding box information for UVWGenObjectBBox [gpuSupport=(none)]

new MtlObjBBox()
Properties
base_mtl (Plugin) : Base material
bbox_min (Vector) : Min. coordinates for object bounding box
bbox_max (Vector) : Max. coordinates for object bounding box

MtlOSL

Renders using a material description from an .osl/.oso shader definition file [gpuSupport=(none)]

new MtlOSL()
Properties
shader_file (String) : Path to either .osl or .oso file
input_parameters (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.
output_closure (String) : Name of the output closure color as declared in the OSL shader
uvwgen (Plugin) : The uvw generator for the material
max_ray_depth (int) : Maximum trace depth allowed for material evaluation
include_path (String) : Alternative include directory
shader_type (int) : 0 - load an external shader file, 1 - load an embedded OSL shader, 2 - load an embedded OSO shader
inline_shader (String) : OSL or OSO source code in Base64 representation.
graph_owner (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.
flip_textures (int) : 0 - do not flip textures, 1 - flip textures along the Y axis (for compatibility with 3ds Max)
channels (List<Plugin>) : Render channels in which the result of this BRDF will be written to

MtlOverride

Wraps the default object material and adds override materials for GI, reflections, refractions, shadows. [gpuSupport=(partial)]

new MtlOverride()
Properties
base_mtl (Plugin) : The normal material (visible to the camera)
enable_gi_mtl (boolean) : Enable the GI material.
gi_mtl (Plugin) : The GI material.
enable_reflect_mtl (boolean) : Enable the reflection material.
reflect_mtl (Plugin) : The reflection material.
enable_refract_mtl (boolean) : Enable the refraction material.
refract_mtl (Plugin) : The refraction material.
enable_shadow_mtl (boolean) : Enable the shadow material.
shadow_mtl (Plugin) : The shadow material.
use_environment_override (boolean) : True to use the 'environment override' texture.
environment_override (Texture) : Environment override texture
environment_priority (int) : Environment override priority (used when several materials override it along a ray path)

MtlRenderStats

Wrapper for another material. Controls whether the object is visible to different types of rays. [gpuSupport=(partial)]

new MtlRenderStats()
Properties
base_mtl (Plugin) : Base material
camera_visibility (boolean) : Whether the object is visible from the camera (camera rays)
reflections_visibility (boolean) : Whether the object is visible in reflections
refractions_visibility (boolean) : Whether the object is visible in refractions
gi_visibility (boolean) : Whether the object is visible to GI (generating and receiving)
shadows_visibility (boolean) : Whether the object casts shadows (visible to lights for shadow rays)
shadows_receive (boolean) : Whether the object receives shadows
visibility (float) : Overall visibility
channels (List<Plugin>) : Render channels in which the result of this BRDF will be written to

MtlRoundEdges

Wraps a base material and adds rounding of the object's edges [gpuSupport=(partial)]

new MtlRoundEdges()
Properties
base_mtl (Plugin) : Base material
radius (TextureFloat) : Rounding radius
radius_mode (int) : 0 - the radius parameter is in object space, 1 - the radius parameter is in world space.
raytraced (boolean) : True to use raytracing to compute the rounded corners and false to use static mesh analysis.
raytraced_consider_same_object_only (boolean) : True to consider only corners on the same object, and false to consider other intersecting objects.
raytraced_mode (int) : Which corners to smooth: 0 - both convex and concave; 1 - convex only; 2 - concave only.

MtlSelectRE

Material that writes the alpha result of its sub-material to a list of alpha render elements. [gpuSupport=(none)]

new MtlSelectRE()
Properties
base_mtl (Plugin) : The base material. The alpha result of this material will be written to all alpha channels specified in the 'alpha_elements' parameter.
alpha_elements (List<Plugin>) : A list of alpha render elements.

MtlSingleBRDF

Material plugin for common use - links a single BRDF plugin (like BRDFVRayMtl). Adds option for how to shade the back side. [gpuSupport=(partial)]

new MtlSingleBRDF()
Properties
filter (Color) : Filter to multiply the BRDF result with
brdf (Plugin) : The actual shader
double_sided (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
allow_negative_colors (boolean) : true to allow negative color components; otherwise they will be clamped to 0
scene_name (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.
channels (List<Plugin>) : Render channels in which the result of this BRDF will be written to

MtlStreakFade

Implements the tail fade for streak particles in Maya. This works only as the top-most material. [gpuSupport=(none)]

new MtlStreakFade()
Properties
base_mtl (Plugin) : Base material
fade (float) : 1.0f - no fade, < 1.0f - fade

MtlUVWScaler

Wraps a material and modifies the UVW coordinates of the textures inside it [gpuSupport=(none)]

new MtlUVWScaler()
Properties
base_mtl (Plugin) : The normal material that will have its UVWs scaled
uvw_transform (Transform) : UVW transformation matrix
uvw_mode (int) : The UVW modification mode (0 - no modification, 1 - override, 2 - multiply)

MtlUVWSelect

Wraps a material and changes its UVW coordinates, given it uses UVWGenSelect in texture nodes [gpuSupport=(full)]

new MtlUVWSelect()
Properties
base_mtl (Plugin) : The normal material that will have its UVWs changed
uvwgen_ids (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'.
uvwgens (List<Plugin>) : List of UVW generator plugins used for this specific node. Has to match the number of 'uvwgen_ids'.
face_material_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'.

MtlVRmat

Renders using a material description from a .vrmat (XML) or .vrscene file where V-Ray plugins are described [gpuSupport=(full)]

new MtlVRmat()
Properties
filename (String) : A .vrmat, .vismat, .vrscene or .mtlx file
mtlx_document (String) : MaterialX XML document as a string
mtlname (String) : Which material to use. Top-level name or MtlSingleBRDF name if .vrscene
mtlindex (int) : If >=0, specifies an index of the material to use and mtlname is ignored. Only valid for MaterialX files.
param_override (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= 0.8 0.4 0.4 ;/Paint/Diffuse/roughness=0.8"
param_override_all (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"

MtlWrapper

Wraps another Mtl plugin. Adds matte properties; reflection, GI and caustics overrides; which channels to affect etc. [gpuSupport=(partial)]

new MtlWrapper()
Properties
base_material (Plugin) : The base material
use_irrad_map (boolean) : Allow enable/disable of irradiance map per surface.
generate_gi (float) : Controls the GI generated by the material.
receive_gi (float) : Controls the GI received by the material.
generate_caustics (float) : Controls the caustics generated by the material.
receive_caustics (float) : Controls the caustics received by the material.
alpha_contribution (float) : The contribution of the resulting color to the alpha channel.
matte_surface (boolean) : Makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
shadows (boolean) : Turn this on to make shadows visible on the matte surface.
affect_alpha (boolean) : Turn this on to make shadows affect the alpha contribution of the matte surface.
shadow_tint_color (Color) : Tint for the shadows on the matte surface.
shadow_brightness (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.
reflection_amount (float) : Shows the reflections of the base material.
refraction_amount (float) : Shows the refractions of the base material.
gi_amount (float) : Determines the amount of gi shadows.
no_gi_on_other_mattes (boolean) : This will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
matte_for_secondary_rays (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
gi_surface_id (int) : If two objects have different GI surface ids, the light cache samples of the two objects will not be blended.
gi_quality_multiplier (float) : This is a multiplier for the subdivisions of all secondary ray tracing done for the particular surface.
maya_background_shader_compatibility (boolean) : Setting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won't be seen.
alpha_contribution_tex (TextureFloat) : Same as alpha_contribution but used for the Maya's useBackground shader which supports textures as alpha contribution
shadow_brightness_tex (TextureFloat) : Same as shadow_brightness but used for the Maya's useBackground shader which supports textures as shadow brightness
reflection_filter_tex (Texture)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
channels (List<Plugin>) : Render channels the result of this BRDF will be written to
generate_render_elements (boolean) : Setting this to false makes objects to not affect the render elements.
reflection_exclude (List<Plugin>) : A list of plugins that will be excluded from reflections.
reflection_list_is_inclusive (boolean) : Setting this to true will turn the reflection exclude list into inclusive (inverted).
refraction_exclude (List<Plugin>) : A list of plugins that will be excluded from refractions.
refraction_list_is_inclusive (boolean) : Setting this to true will turn the refraction exclude list into inclusive (inverted).

MtlWrapperMaya

Same as MtlWrapper but renders black for reflection and refraction rays [gpuSupport=(partial)]

new MtlWrapperMaya()
Properties
base_material (Plugin) : The base material
use_irrad_map (boolean) : Allow enable/disable of irradiance map per surface.
generate_gi (float) : Controls the GI generated by the material.
receive_gi (float) : Controls the GI received by the material.
generate_caustics (float) : Controls the caustics generated by the material.
receive_caustics (float) : Controls the caustics received by the material.
alpha_contribution (float) : The contribution of the resulting color to the alpha channel.
matte_surface (boolean) : Makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
shadows (boolean) : Turn this on to make shadows visible on the matte surface.
affect_alpha (boolean) : Turn this on to make shadows affect the alpha contribution of the matte surface.
shadow_tint_color (Color) : Tint for the shadows on the matte surface.
shadow_brightness (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.
reflection_amount (float) : Shows the reflections of the base material.
refraction_amount (float) : Shows the refractions of the base material.
gi_amount (float) : Determines the amount of gi shadows.
no_gi_on_other_mattes (boolean) : This will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
matte_for_secondary_rays (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
gi_surface_id (int) : If two objects have different GI surface ids, the light cache samples of the two objects will not be blended.
gi_quality_multiplier (float) : This is a multiplier for the subdivisions of all secondary ray tracing done for the particular surface.
maya_background_shader_compatibility (boolean) : Setting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won't be seen.
alpha_contribution_tex (TextureFloat) : Same as alpha_contribution but used for the Maya's useBackground shader which supports textures as alpha contribution
shadow_brightness_tex (TextureFloat) : Same as shadow_brightness but used for the Maya's useBackground shader which supports textures as shadow brightness
reflection_filter_tex (Texture)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
channels (List<Plugin>) : Render channels the result of this BRDF will be written to
generate_render_elements (boolean) : Setting this to false makes objects to not affect the render elements.
reflection_exclude (List<Plugin>) : A list of plugins that will be excluded from reflections.
reflection_list_is_inclusive (boolean) : Setting this to true will turn the reflection exclude list into inclusive (inverted).
refraction_exclude (List<Plugin>) : A list of plugins that will be excluded from refractions.
refraction_list_is_inclusive (boolean) : Setting this to true will turn the refraction exclude list into inclusive (inverted).

Node

Top-level geometry plugin. Places a geometric object in the scene and associates it with a material

new Node()
Properties
transform (Transform) : Object-to-world space transformation for the object
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
geometry (Plugin) : Geometry source plugin for this object
material (Plugin) : Material for the object surface. If this is invalid the object will render transparent.
volume (Plugin) : Volumetric shader if this object isn't an opaque surface
nsamples (int) : Number of transform samples for motion blur
lights (List<Plugin>) : List of lights that will be used with this object instead of all scene lights
visible (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
user_attributes (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
user_attributes_bin (List<int>) : Serialized user attributes (refer to BinUserAttributesWriter).
objectID (int) : Object ID for the rendering
primary_visibility (boolean) : If off shading an intersection with this mesh will not generate a gbuffer (object is invisible to direct camera rays).
time_for_geometry (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
use_time_for_geometry (boolean) : If true the 'time_for_geometry' parameter will be used
map_channels (Plugin) : A plugin providing map channels override data via EXT_EXTERNAL_MAP_CHANNELS interface.
scene_name (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.
bake_subdiv_filepath (String) : A file path for baking subdivision geometry to a *.vrmesh file. This will abort frame rendering!
object_space_displacement (int) : Parameter to pass to the GeomDisplacedMesh wrapper created by the node. See GeomDisplacedMesh::object_space_displacement
is_instance_prototype (int) : Set to true to disable this node from being compiled. Used for optimizing instancer wrapper nodes.
object_properties (Plugin) : Object properties.

NURBSCurve

Geometry source plugin. Defines a smooth NURBS curve. [gpuSupport=(none)]

new NURBSCurve()
Properties
degree (int) : Degree of the curve
cvs (List<Vector>) : The control vertices of the curve
knotVector (List<float>) : The knots vector for the curve
boundary (List<boolean>) : Mark curve as island or hole

OutputDeepWriter

Settings for outputting deep image [gpuSupport=(none)]

new OutputDeepWriter()
Properties
file (String) : The name of the file in which the shade map information is stored.
float_colors_mode (boolean) : Store 32 bit (single precision) color channels in the shade map. When off 16 bit (half precision) values are stored.
vrst_compression (int) : Compression type for the .vrst files (0 - no compression, 1 - ZLIB compression)
exr_compression (int) : Compression type for the .exr files (0 - no compression, 1 - RLE compression, 2 - ZIPS compression)

OutputTest

null

new OutputTest()

ParticleTex

3d texture created from a list of particle systems [gpuSupport=(bake)]

new ParticleTex()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
blend_alpha (boolean)
blend_method (int) : 0: Equal; 1: Proportional; 2: Biggest
color_mode (int) : 0: not per particle; 1: pp color; 2: pp emission 1; 3: pp user color 1; etc...
map (Texture)
radius_mode (int) : 0: not per particle; 1: pp radius; 2: pp user scalar 1; etc...
radius (float)
amplitude (float)
shift_mode (boolean)
shift (float)
radius_scale (boolean)
pa_color (boolean)
pa_radius (boolean)
pa_amplitude (boolean)
pa_shift (boolean)
particle_systems (List<Plugin>) : List of particle systems to get the particle data from
source_transform (Transform) : world to 'object' transformation of the source

PhxShaderCache

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)]

new PhxShaderCache()
Properties
cache_path (String) : Input Cache Path
cache_load (boolean) : deprecated
velocities_from_uvw (boolean) : Create velocity channel from the uvw movement channel.
isMayaFluid (boolean) : True if this node represents Maya Fluid cache.
empty_grid_up_axis (int) : Specifies which axis should be used as up when constructing empty grids. Y is 1, Z is 2
grid_size_x (float) : Number of cells in x dimension if no cache file is specified; internally truncated to the nearest integer
grid_size_y (float) : Number of cells in y dimension if no cache file is specified; internally truncated to the nearest integer
grid_size_z (float) : Number of cells in z dimension if no cache file is specified; internally truncated to the nearest integer
cell_size (float) : The size of a single voxel, in scene units.
dynamic_offset_x (float) : The x dynamic offset of the fluid container.
dynamic_offset_y (float) : The y dynamic offset of the fluid container.
dynamic_offset_z (float) : The z dynamic offset of the fluid container.
anim_mode (int) : Playback Mode, 0 - Linear, 1 - Frame Index, 2 - Loop
t2f (float) : Direct time to frame transformation.
play_at (int) : Play Start
read_offset (int) : Cache Start
play_speed (float) : Play Speed
max_length (int) : Play Length
loop_overlap (int) : Number of overlapped frames in the looped animation mode.
blend_method (int) : Frame Blending method for grid data
load_nearest (boolean) : If there is no cache file with the desired frame number, the nearest cache is found and loaded.
flip_yz (boolean) : If true, the yz axis of the cache will be flipped.
mirror_z (boolean) : If true, the caches will be mirrored along the Z axis.
TPF (int) : ticks per frame
load_flags (int) : Deprecated parameter
time_tform (boolean) : If true, Time Bend options would be applied to the animation sequence
smooth_mask (int)
smooth_threshold (List<float>)
smooth_similarity (List<float>)
smooth_randomize (List<float>)
free_mem_detect (int) : internally used
usrchmap (String) : 3rd party caches channels mappings.
raw_vdb_stream (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

PhxShaderFoam

Phoenix's Particle Shader plugin. Can be used to render particles in different modes such as points, bubbles or volumetric fog. [gpuSupport=(partial)]

new PhxShaderFoam()
Properties
renderAsVolumetric (boolean) : Set to true if the plugin should be rendered as a volumetric.
enabled (boolean) : enable rendering
geommode (int)
particle_source (List<Plugin>) : A list of particles source
particle_tm (List<Object>) : A list of transformations per particles source
gpuMaterial (Plugin)
color (Color) : Specifies the particle color
colfrompartchan (boolean) : Use a particle channel for coloring the particles
usecolormap (boolean) : enable the color map
colormap (Texture) : color map
bounces (int) : max bounces
minw (float) : reflection cut off
ri (float) : refraction index
difmul (float) : diffuse multiplier
hlwidth (float) : highlights width
hlmult (float) : highlights multiplier
reduction (float) : Particle Count Multiplier
cntmul_inc_meth (int) : Method for increasing the number of particles when using Count Multiplier
cntmul_inc_nbrs (int) : Maximum number of neighbors to use for increasing the number of particles when using Count Multipliers
displ_fade_from_liq (boolean) : Measure distance to the actual liquid mesh for suppressing the displacement
displ_fade_from_liq_dist (float) : The displacement will be reduced with increasing distance from the liquid surface, and will be completely zeroed when it reaches this distance
pvar (float) : pressure variation
szmul (float) : size multiplier
szmul_pa (boolean) : size multiplier by particle age
szmul_anim (List<Object>) : A list of particle size multipliers per particle age
szadd (float) : size addend
szvar (float) : size variation
szdist (float) : size distribution
scattering (int) : scattering method - 0:Ray-traced (GI only), 1:Disabled, 2:Approximate, 3:Approximate+Shadows
mode (int) : rendering mode - 0:Bubbles, 1:Cellular, 2:Splashes, 3:Points, 4:Fog
optimize (boolean) : optimize bad systems
moblur (int) : motion blur - 0:From Renderer, 1:Force On, 2:Force Off
mbstep (float) : motion blur step
mblimit (int) : maximum point expansion with motion blur
ptAlpha (float) : point opacity in point mode
ptSize (float) : Point radius in Point mode
ptShadStren (float) : Point shadow strength in Point mode
ptSizeExtra (float) : Radius of particles in Point mode in world space, used to prevent grid artifacts from occurring.
velmult (float) : particle velocity multiplier
subgroup (int) : render subgroup - 0:All, 1:Under Water, 2:Above Water, 3:Above Size Threshold, 4:Below Size Threshold
nolqshadows (boolean) : disable liquid shadows
flatatoceanbord (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.
ignoresize (boolean) : ignores the particle size
szlimit (float) : size threshold, used in conjunction with the subgroup parameter.
vertoffs (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.
fogres (float) : fog resolution
fogmult (float) : fog multiplier
fogmult_legacy (float) : Additional fog multiplier for compatibility with old scenes.
rendstep (int)
rendshadstep (int)
absorption_color (Color) : Specifies the fog absorption color
phase_function (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.
usereflmap (boolean) : enable the reflection map
useenvmap (boolean) : enable the environment map
reflmap (Texture) : reflection texture
envmap (Texture) : environment texture
usegizmo (int) : enable using of render cutter
invgizmo (int) : invert the volume of the render cutter
gizmo (Plugin) : geometry to define the rendering volume
gizmo_transform (Transform) : world transformation of the Render Cutter
useliquid (int) : enable the liquid_sim
liquid_sim (Plugin) : liquid Phoenix simulator used to determine above/under water flag
useglass (int) : enable using of glass geometry
glass (Plugin) : glass geometry
glass_transform (Transform) : world transformation of the glass
lightlinks (List<Plugin>) : light linking list used in volumetric mode
lightcache (int) : if true, a light cache will be used for diffuse lighting
lightcachesr (float) : speedup of the light cache
pmprimary (boolean) : enable/disable particle mode of primary rays
oceanlevel (float)
generate_gi (int)
receive_gi (int)
gen_gi_mult (float)
rec_gi_mult (float)
generate_caust (int)
receive_caust (int)
caust_mult (float)
camera_visibility (boolean)
reflections_visibility (boolean)
refractions_visibility (boolean)
gi_visibility (boolean)
shadows_visibility (boolean)
probabilistic (int) : Use probabilistic sampling {0: Disabled; 1:V-Ray GPU Only; 2:Always}.
material_id (Color) : Material ID
volzdepth (int) : if true, write to the z-depth render element
part_age (int) : if true, write to the particle age render element
volumetric_mode_geometry_RE (boolean) : If true, the shader will write to the geometric render elements (f.e. velocity) even if rendered as volumetric.
scene_name (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.
objectID (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.
user_attributes (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.
user_attributes_bin (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.

PhxShaderFoamTex

The foam texture, used by Phoenix to generate foam over the specified ocean texture. [gpuSupport=(none)]

new PhxShaderFoamTex()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
ocean (Texture) : Ocean texture to be used for generating the foam.
life (float) : Foam patterns lifespan.
thr (float) : Foam birth threshold.
ptrn (float) : Foam pattern pronunciation.
ptrnszx (float) : Pattern size along X axis.
ptrnszy (float) : Pattern size along Y axis.
uwfoam (float) : Underwater foam coefficient.
tint (Color) : Underwater foam tint color.
foamcolor (Color) : The base color of the foam.
useuvw (boolean) : Use a special map channels as vertex position. Designed for UVW that stores non-displaced vertex positions.

PhxShaderOceanTex

The Ocean displacement texture, used by Phoenix to render its infinite ocean surface.gpuSupport=(full)

new PhxShaderOceanTex()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
vector (boolean)
usewind (boolean)
wind (float)
lod (int)
sharpness (float)
velmult (float)
velcoh (float)
rgbmult (float)
rgboffset (float)
meter_scale (float)
up_vector (int)
seed (int)
bell (float)
animmode (int)
loopLength (float)
directTime (float)
scaletex (Texture) : Displacement Scale

PhxShaderParticleTex

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)]

new PhxShaderParticleTex()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
system (List<Plugin>)
system_tm (List<Object>)
map (Texture)
radius (float)
radius_anim (List<Object>)
radius_time (boolean)
mulbysz (boolean)
amplitude (float)
amplitude_anim (List<Object>)
amplitude_time (boolean)
shift_mode (boolean)
shift (float)
shift_anim (List<Object>)
shift_time (boolean)
blending (int)
blend_alpha (boolean)
local_space_particles (boolean)
colfrompartchan (boolean) : Use a particle channel for coloring the texture
colpartchan (String) : The name of the particle channel that will be used for coloring the texture
partcolmin (float)
partcolmax (float)
partcolremap (boolean) : Use a color gradient to remap the particle channel data to texture color
remapcolcomp (int) : If the particle channel has more than one component, this allows to choose which one would be remapped
partcolor_p (List<float>) : Positions of the particle channel color remap
partcolor_c (List<Color>) : Colors of the particle channel color remap
partcolor_i (List<int>) : Currently not used!

PhxShaderPGroup

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)]

new PhxShaderPGroup()
Properties
phoenix_sim (Plugin) : The Phoenix simulator that exports the particle group
pgroup (String) : the name of the particle group that will be used as a source
lifespan_mode (int) : lifespan mode: 0-default, 1-constant, 2-random
lifespan_seed (int) : lifespan randomization seed
lifespan (float) : lifespan base
lifespan_random (float) : lifespan randomization

PhxShaderPrtLoader

A loader tool for Krakatoa PRT cache files containing only particle data that can be shaded by Phoenix's Particle Shader. [gpuSupport=(full)]

new PhxShaderPrtLoader()
Properties
filesrc (String) : Path to the PRT cache file
usetm (boolean) : The particles are transformed relative to the position of the prt loader icon
velmult (float) : Velocity multiplier for the particles

PhxShaderSim

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)]

new PhxShaderSim()
Properties
enabled (boolean) : Set to false to disable rendering.
cache (Plugin) : The Phoenix cache that will be used with this simulator
contentTime (int) : force using an externally set content time
frame_duration (float) : Override the frame duration in the cache
play_speed (float)
wind_from_movement (boolean)
unit_scale (float) : The scaling between simulation and scene time units
node_transform (Transform) : The node-to-world transformation for the instance that uses this Simulator.
use_node_transform_for_instancing (boolean) : If we need to take "node_transform" into consideration when creating volumes with instancers.
renderAsVolumetric (boolean) : Set to true if the plugin should be registered in PhoenixVolumeRegister and rendered as VRayVolumetricPlugin.
render (boolean) : Set to false to disable rendering. The data is still loaded and Phoenix textures and Fire Lights will still work.
rendMode (int) : Render mode enum, one of the PhxRenderSets::RendMode enum values
rendstep (int) : Percentage of the cell size. Lower values take longer to render.
rendshadstep (int) : Percentage of the cell size. Lower values take longer to render.
jitter (boolean) : jitter
borderFade (float) : Border opacity fade out for volumes
sampler (int) : Sampler type: 0-box; 1-linear; 2-spherical
velocity_mult (float) : Velocity multiplier for the volume renderer.
varg (int) : 0-normal velocity; 2-texture
vtex (Texture) : Velocity Texture - used by Maya Fluids
mod_v (int)
velocities (List<Color>) : Specify directly the velocities in distance per frame
sarg (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
surface_chan (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
stex (Texture) : Surface Texture
surflevel (float) : Isosurface Level
solidbelow (boolean) : Invert Volume
usegizmo (int) : enable using of render cutter
gizmo (Plugin) : geometry to define the rendering volume
gizmo_transform (Transform) : world transformation of the Render Cutter
invgizmo (int) : invert the volume of the render cutter
oceanlevel (float) : Mesh 'ocean' level
oceantransitionzone (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.
meshsubdiv (float) : Ocean mesh camera subdivisions
oceanhorizrough (float) : Horizon roughness of the ocean mesh
oceanextramargin (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.
pureocean (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
uwglasses (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
mbself (boolean) : In all Mesh modes, some motion blurred vertices might penetrate the opposite side of the geometry. When enabled, this option prevents such situations
smoothmesh (int) : Mesh smoothing iterations
smooth_normals (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
useprt (boolean) : Use FLIP Liquid particles for smoothing the mesh
prtsz (float) : Size of the particles used for mesh smoothing
cachestretchzone (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.
displacement (boolean) : Enable Displacement
displmul (float)
displ0 (Texture)
displ1 (Texture)
displ2 (Texture)
displ2d (int)
fadebylevel (boolean)
displfade (float)
fadebyvel (boolean)
displvelfade (float)
usefadeobj (int) : Use 1 to enable the displacement fading around an object
displgeomfade (float) : The distance around the object where the displacement is going to be reduced.
fadeobj (Plugin) : The object that is going to be used for displacement fade
fadeobj_transform (Transform) : world transformation of the object
hhfactor (float) : Heat Haze
material_id (Color) : Volumetric Material ID
volzdepth (int) : if true, write to the z-depth render element
volnorm (int) : if true, write to normals in volume mode
volumetric_mode_geometry_RE (boolean) : If true, the shader will write to the geometric render elements (f.e. normals, velocity) even if rendered as volumetric.
earg (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
fire_color_chan (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
etex (Texture)
mod_e (boolean)
fire_opacity_mode (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.
blackbody (float) : Implicitly multiply the fire diagram with a black body exponent
mod_et (int) : 0 - Grid Channel; 1 - Grid Channel mult Texture; 2 - Texture;
ettex (Texture)
emult (float) : multiplier for the fre color
etmult (float) : multiplier for the fire opacity if Fire Opacity Mode is set to Use Own Opacity.
ecolor (Color) : raw emissive table
ecolor_positions (List<float>) : positions of the emission color ramp
ecolor_colors (List<Color>) : colors of the emission color ramp
ecolor_interpolations (List<int>) : Currently not used!
ecolor_remap (Plugin) : The gradient for remapping the Fire base channel to self-illumination color.
elum_positions (List<float>) : positions of the luminance ramp
elum_values (List<float>) : values of the luminance ramp
elum_interpolations (List<int>) : 0: none, 1: linear, 2: smooth, 3: spline, 4: bezier, 5: logarithmic+bezier
elum_remap (Plugin) : The gradient for remapping the Fire base channel to self-illumination intensity.
ecolor_offset (float)
ecolor_scale (float)
al_enable (boolean) : enable the additional emissive lights
lights (int) : additional number of emissive lights
al_placing (int) : emissive lights placement type, 0-simple, 1-inside, 2-grid
al_sampling (int) : sampling type, 0-simple, 1-DMC
lightsmultself (float)
lightsmult (float)
selfshadow (int) : if 1, the emission lights will cast raytraced shadows to the volume. if 2, a grid map will be used to determine illumination.
gridreduct (float)
lightscut (float) : cut off threshold for the lights
al_decay (int) : 0-none, 1-inverse, 2-inverse square
al_subdivs (int) : number of subdivision for the DMC light sampling
al_csubdivs (int) : number of caustics subdivision for lights
al_cmult (float)
firelightsspec (boolean) : if true, the emissive lights will affect specular, so they will be visible in glossy reflections
persistlights (boolean) : if true, the emissive lights will be created, even if the volume is not renderable
instancedlights (boolean) : If true, the emissive lights will be created for instanced volumes.
radmult (float)
self_illum_map_min_pow (float)
darg (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
smoke_color_chan (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
dtex (Texture)
mod_d (boolean)
simple_color (AColor) : Constant Color
noscatter (int) : 0-ray-traced; 1-disabled; 2-approximate; 3-approximate+shadows
bounces (int) : max GI bounces
phase_function (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.
anisotropic_scattering_optimization (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.
lightcache (boolean) : if true, a light cache will be used for diffuse lighting
lightcachesr (float)
transfown (float)
transfext (float)
difmul (float)
shad_strength (float) : The strength of the shadow.
dcolor (Color) : raw diffuse table
dcolor_positions (List<float>) : positions of the diffuse color ramp
dcolor_colors (List<Color>) : colors of the diffuse color ramp
dcolor_interpolations (List<int>) : Currently not used!
dcolor_remap (Plugin) : The gradient for remapping the Diffuse input to a diffuse color.
dcolor_offset (float)
dcolor_scale (float)
targ (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
smoke_opacity_chan (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
ttex (Texture)
mod_t (boolean)
transpmode (int) : if 1, the values are interpreted as opacity instead of transparency.
smoketransp (float) : Simple Smoke Factor
stoptransp (float)
skiptransp (float)
alphaunitscale (boolean)
basedensityscale (float)
optvolpass (boolean) : Enables the "Optimizing Volumetrics" prepass for grids over 15 million voxels which speeds up their sampling during rendering.
absorption_arg (int) : Source for the Absorption data 0-Constant Color; 1-Texture
absorption_color (Color) : Absorption Color
absorption_tex (Texture) : Absorption Texture
transp (float) : raw transparency table
transp_positions (List<float>) : positions of the transparency ramp
transp_values (List<float>) : values of the transparency ramp
transp_interpolations (List<int>) : 0: none, 1: linear, 2: smooth, 3: spline
transp_remap (Plugin) : The gradient for remapping the Opacity input to opacity.
transp_offset (float)
transp_scale (float)
tmult (float)
transp_power (float) : deprecated
shadow_opacity (float)
cell_aspect (List<float>) : Cell stretch aspect for the 3 axes
pmprimary (int) : enable/disable particle mode of primary rays. Used as a boolean, even though it's exported as an int
pmbounces (int) : enable/disable particle mode of secondary rays. Used as a boolean, even though it's exported as an int
left_handed_coord (boolean) : deprecated
brdfscatter (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.
brdfscatternogi (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.
bias (float)
usebias (int)
wrapx (boolean)
wrapy (boolean)
wrapz (boolean)
useLegacyLightLinkingForVRayStd (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!
lightlinks (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
shadowBreakings (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.
velocities_from_uvw (boolean) : Create velocity channel from uvw movement
coord_method (int) : The texture coordinates generation method.
gamma_mult (float) : Gamma multiplier for the volume rendering output.
mbgrid (boolean) : Use a more realistic grid-based motion blur, at the expense of more memory and a render pre-pass.
vol_moblur_method (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.
mbsmooth (int) : Number of Gaussian passes to smooth out the grid-based motion blur.
normalized_positions (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
generate_gi (boolean)
receive_gi (boolean)
gen_gi_mult (float)
rec_gi_mult (float)
generate_caust (boolean)
receive_caust (boolean)
caust_mult (float)
camera_visibility (boolean)
reflections_visibility (boolean)
refractions_visibility (boolean)
gi_visibility (boolean)
shadows_visibility (boolean)
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
scene_name (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.
objectID (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.
user_attributes (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.
user_attributes_bin (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.

PhxShaderSimGeom

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)]

new PhxShaderSimGeom()
Properties
phoenix_sim (Plugin) : A plugin that supports PhoenixSimInterface and can be used to load a Phoenix frame
gpu_di_mode (int) : Mode for DI computations on the GPU
gpu_gi_mode (int) : Mode for GI computations on the GPU
gpu_samples_count (int) : Samples count for cache computation on the GPU

PhxShaderSimMesh

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)]

new PhxShaderSimMesh()
Properties
phoenix_sim (Plugin) : A plugin that supports PhoenixSimInterface and can be used to load a Phoenix frame
static_mesh (Plugin) : The geometry used by the mesher

PhxShaderSimVol

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)]

new PhxShaderSimVol()
Properties
force_prob_samples (int) : Probabilistic samples override, -1 won't override
force_prob_samples_gi (int) : Probabilistic samples for GI override, -1 won't override

PhxShaderTex

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)]

new PhxShaderTex()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
phoenix_sim (Plugin) : A plugin that supports PhoenixSimInterface and can be used to load a Phoenix frame
channel (int) : 0-emissive, 1-diffuse, 2-alpha, 3-velocity, 4-uvw, 5-temp, 6-smoke, 7-fuel, 8-scalar speed
tiling (int) : 0-single, 1-single clamped, 2-wrap, 3-mirror
sampler_type (int) : 0-box, 1-linear, 2-spherical
skip_fine_displ (boolean)
alpha_intensity (boolean)
output_scale (float) : Multiplier for the output color of the texture, applied before output_offset
output_offset (float) : Addend for the output color of the texture, applied after output_scale
up_vector (int) : 0-x, 1-y, 2-z
texture2d (boolean) : if true, the texture will act as two dimensional.
auto_map (boolean) : if true, the texture will no use the uvw generator, but the simulator for 3D mapping.

PhxShaderTexAlpha

Texture used with Maya fluids. Its purpose is to convert the Maya opacity texture to Phoenix. [gpuSupport=(none)]

new PhxShaderTexAlpha()
Properties
ttex (TextureFloat) : the input float texture
transparency (AColor)
out_color (OutputTexture) : the output color

PhxShaderVoxelShader

The Voxel Shader that can be shaded as a volumetric. [gpuSupport=(partial)]

new PhxShaderVoxelShader()
Properties
enabled (boolean) : Set to false to disable rendering.
cache (Plugin) : The Phoenix cache that will be used with this simulator
contentTime (int) : force using an externally set content time
frame_duration (float) : Override the frame duration in the cache
play_speed (float)
wind_from_movement (boolean)
unit_scale (float) : The scaling between simulation and scene time units
node_transform (Transform) : The node-to-world transformation for the instance that uses this Simulator.
use_node_transform_for_instancing (boolean) : If we need to take "node_transform" into consideration when creating volumes with instancers.
renderAsVolumetric (boolean) : Set to true if the plugin should be registered in PhoenixVolumeRegister and rendered as VRayVolumetricPlugin.
render (boolean) : Set to false to disable rendering. The data is still loaded and Phoenix textures and Fire Lights will still work.
rendMode (int) : Render mode enum, one of the PhxRenderSets::RendMode enum values
rendstep (int) : Percentage of the cell size. Lower values take longer to render.
rendshadstep (int) : Percentage of the cell size. Lower values take longer to render.
jitter (boolean) : jitter
borderFade (float) : Border opacity fade out for volumes
sampler (int) : Sampler type: 0-box; 1-linear; 2-spherical
velocity_mult (float) : Velocity multiplier for the volume renderer.
varg (int) : 0-normal velocity; 2-texture
vtex (Texture) : Velocity Texture - used by Maya Fluids
mod_v (int)
velocities (List<Color>) : Specify directly the velocities in distance per frame
sarg (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
surface_chan (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
stex (Texture) : Surface Texture
surflevel (float) : Isosurface Level
solidbelow (boolean) : Invert Volume
usegizmo (int) : enable using of render cutter
gizmo (Plugin) : geometry to define the rendering volume
gizmo_transform (Transform) : world transformation of the Render Cutter
invgizmo (int) : invert the volume of the render cutter
oceanlevel (float) : Mesh 'ocean' level
oceantransitionzone (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.
meshsubdiv (float) : Ocean mesh camera subdivisions
oceanhorizrough (float) : Horizon roughness of the ocean mesh
oceanextramargin (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.
pureocean (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
uwglasses (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
mbself (boolean) : In all Mesh modes, some motion blurred vertices might penetrate the opposite side of the geometry. When enabled, this option prevents such situations
smoothmesh (int) : Mesh smoothing iterations
smooth_normals (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
useprt (boolean) : Use FLIP Liquid particles for smoothing the mesh
prtsz (float) : Size of the particles used for mesh smoothing
cachestretchzone (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.
displacement (boolean) : Enable Displacement
displmul (float)
displ0 (Texture)
displ1 (Texture)
displ2 (Texture)
displ2d (int)
fadebylevel (boolean)
displfade (float)
fadebyvel (boolean)
displvelfade (float)
usefadeobj (int) : Use 1 to enable the displacement fading around an object
displgeomfade (float) : The distance around the object where the displacement is going to be reduced.
fadeobj (Plugin) : The object that is going to be used for displacement fade
fadeobj_transform (Transform) : world transformation of the object
hhfactor (float) : Heat Haze
material_id (Color) : Volumetric Material ID
volzdepth (int) : if true, write to the z-depth render element
volnorm (int) : if true, write to normals in volume mode
volumetric_mode_geometry_RE (boolean) : If true, the shader will write to the geometric render elements (f.e. normals, velocity) even if rendered as volumetric.
earg (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
fire_color_chan (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
etex (Texture)
mod_e (boolean)
fire_opacity_mode (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.
blackbody (float) : Implicitly multiply the fire diagram with a black body exponent
mod_et (int) : 0 - Grid Channel; 1 - Grid Channel mult Texture; 2 - Texture;
ettex (Texture)
emult (float) : multiplier for the fre color
etmult (float) : multiplier for the fire opacity if Fire Opacity Mode is set to Use Own Opacity.
ecolor (Color) : raw emissive table
ecolor_positions (List<float>) : positions of the emission color ramp
ecolor_colors (List<Color>) : colors of the emission color ramp
ecolor_interpolations (List<int>) : Currently not used!
ecolor_remap (Plugin) : The gradient for remapping the Fire base channel to self-illumination color.
elum_positions (List<float>) : positions of the luminance ramp
elum_values (List<float>) : values of the luminance ramp
elum_interpolations (List<int>) : 0: none, 1: linear, 2: smooth, 3: spline, 4: bezier, 5: logarithmic+bezier
elum_remap (Plugin) : The gradient for remapping the Fire base channel to self-illumination intensity.
ecolor_offset (float)
ecolor_scale (float)
al_enable (boolean) : enable the additional emissive lights
lights (int) : additional number of emissive lights
al_placing (int) : emissive lights placement type, 0-simple, 1-inside, 2-grid
al_sampling (int) : sampling type, 0-simple, 1-DMC
lightsmultself (float)
lightsmult (float)
selfshadow (int) : if 1, the emission lights will cast raytraced shadows to the volume. if 2, a grid map will be used to determine illumination.
gridreduct (float)
lightscut (float) : cut off threshold for the lights
al_decay (int) : 0-none, 1-inverse, 2-inverse square
al_subdivs (int) : number of subdivision for the DMC light sampling
al_csubdivs (int) : number of caustics subdivision for lights
al_cmult (float)
firelightsspec (boolean) : if true, the emissive lights will affect specular, so they will be visible in glossy reflections
persistlights (boolean) : if true, the emissive lights will be created, even if the volume is not renderable
instancedlights (boolean) : If true, the emissive lights will be created for instanced volumes.
radmult (float)
self_illum_map_min_pow (float)
darg (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
smoke_color_chan (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
dtex (Texture)
mod_d (boolean)
simple_color (AColor) : Constant Color
noscatter (int) : 0-ray-traced; 1-disabled; 2-approximate; 3-approximate+shadows
bounces (int) : max GI bounces
phase_function (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.
anisotropic_scattering_optimization (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.
lightcache (boolean) : if true, a light cache will be used for diffuse lighting
lightcachesr (float)
transfown (float)
transfext (float)
difmul (float)
shad_strength (float) : The strength of the shadow.
dcolor (Color) : raw diffuse table
dcolor_positions (List<float>) : positions of the diffuse color ramp
dcolor_colors (List<Color>) : colors of the diffuse color ramp
dcolor_interpolations (List<int>) : Currently not used!
dcolor_remap (Plugin) : The gradient for remapping the Diffuse input to a diffuse color.
dcolor_offset (float)
dcolor_scale (float)
targ (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
smoke_opacity_chan (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
ttex (Texture)
mod_t (boolean)
transpmode (int) : if 1, the values are interpreted as opacity instead of transparency.
smoketransp (float) : Simple Smoke Factor
stoptransp (float)
skiptransp (float)
alphaunitscale (boolean)
basedensityscale (float)
optvolpass (boolean) : Enables the "Optimizing Volumetrics" prepass for grids over 15 million voxels which speeds up their sampling during rendering.
absorption_arg (int) : Source for the Absorption data 0-Constant Color; 1-Texture
absorption_color (Color) : Absorption Color
absorption_tex (Texture) : Absorption Texture
transp (float) : raw transparency table
transp_positions (List<float>) : positions of the transparency ramp
transp_values (List<float>) : values of the transparency ramp
transp_interpolations (List<int>) : 0: none, 1: linear, 2: smooth, 3: spline
transp_remap (Plugin) : The gradient for remapping the Opacity input to opacity.
transp_offset (float)
transp_scale (float)
tmult (float)
transp_power (float) : deprecated
shadow_opacity (float)
cell_aspect (List<float>) : Cell stretch aspect for the 3 axes
pmprimary (int) : enable/disable particle mode of primary rays. Used as a boolean, even though it's exported as an int
pmbounces (int) : enable/disable particle mode of secondary rays. Used as a boolean, even though it's exported as an int
left_handed_coord (boolean) : deprecated
brdfscatter (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.
brdfscatternogi (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.
bias (float)
usebias (int)
wrapx (boolean)
wrapy (boolean)
wrapz (boolean)
useLegacyLightLinkingForVRayStd (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!
lightlinks (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
shadowBreakings (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.
velocities_from_uvw (boolean) : Create velocity channel from uvw movement
coord_method (int) : The texture coordinates generation method.
gamma_mult (float) : Gamma multiplier for the volume rendering output.
mbgrid (boolean) : Use a more realistic grid-based motion blur, at the expense of more memory and a render pre-pass.
vol_moblur_method (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.
mbsmooth (int) : Number of Gaussian passes to smooth out the grid-based motion blur.
normalized_positions (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
generate_gi (boolean)
receive_gi (boolean)
gen_gi_mult (float)
rec_gi_mult (float)
generate_caust (boolean)
receive_caust (boolean)
caust_mult (float)
camera_visibility (boolean)
reflections_visibility (boolean)
refractions_visibility (boolean)
gi_visibility (boolean)
shadows_visibility (boolean)
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
scene_name (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.
objectID (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.
user_attributes (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.
user_attributes_bin (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.

PluginAtTime

Allows to use particular plugin at specific time. [gpuSupport=(full)]

new PluginAtTime()
Properties
plugin (List<Object>) : A list of single item with plugin instance.

PluginParameterStore

Plugin parameter storage plugin

new PluginParameterStore()
Properties
param_name (String) : The name of the parameter to override
bool (boolean) : Bool plugin parameter store
int (int) : Integer plugin parameter store
float (float) : Float plugin parameter store
double (double) : Double plugin parameter store
color (Color) : Color plugin parameter store
acolor (AColor) : AColor plugin parameter store
object (Plugin) : VRayPlugin plugin parameter store

RawBitmapBuffer

Provides bitmap data from an array to be used by a texture plugin (TexBitmap) [gpuSupport=(full)]

new RawBitmapBuffer()
Properties
filter_type (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
filter_blur (float)
transfer_function (int) : 0 - linear, 1 - gamma corrected, 2 - sRGB, 3 - auto
rgb_color_space (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.
gamma (float)
maya_compatible (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
allow_negative_colors (boolean) : if false negative colors will be clamped
interpolation (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))
frame_number (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.
frame_offset (int) : Start frame offset for image sequences
pixels (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.
alpha_pixels (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
pixels_type (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
width (int) : The width of the raw bitmap
height (int) : The height of the raw bitmap

RenderChannelAmbientOcclusion

Contains the ambient occlusion

new RenderChannelAmbientOcclusion()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
denoise (boolean) : true to denoise the channel; false otherwise
filtering (boolean) : Whether the image filter will be applied to this channel
consider_for_aa (boolean) : true to consider this render element for anti-aliasing (may slow down rendering)
affect_matte_objects (boolean) : false to not affect Matte Objects
work_with_transparency (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.
radius (TextureFloat) : mapped size of the computed occlusion
distribution (float) : used when computing reflection directions
falloff (float) : controls the speed of the transition between occluded and unoccluded areas
subdivs (int) : subdivs for the samples used to compute ambient occlusion
exclude_list (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
exclude_list_as_inclusive_set (boolean) : When true compute ambient occlusion only to objects in exclude_list. When false compute ambient occlusion to all objects out of exclude_list
affect_by_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
affect_by_list_as_inclusive_set (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.

RenderChannelBackToBeauty

Back to beauty channel used by VFB2 [gpuSupport=(full)]

new RenderChannelBackToBeauty()

RenderChannelBumpNormals

Contains camera space bump/normal-mapped normal vectors as 3-component signed colors.

new RenderChannelBumpNormals()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
filtering (boolean) : Whether the image filter will be applied to this channel

RenderChannelCoat

Direct coat render element [gpuSupport=(full)]

new RenderChannelCoat()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
alias (int) : Internal unique identifier for this channel type.
color_mapping (boolean) : true to apply color mapping to the channel; false otherwise
consider_for_aa (boolean) : true to consider this render element for anti-aliasing (may slow down rendering)
filtering (boolean) : Whether the image filter will be applied to this channel
derive_raw_channels (boolean) : true if raw channels should be derived from the respective color and filter channel
vfb_color_corrections (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.
denoise (boolean) : true to denoise the channel; false otherwise
light_select_mode (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).
light_path_expression (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".
light_select_matte (boolean) : If true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
light_select_in_lightmix (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

RenderChannelCoatReflection

Indirect coat reflection render element [gpuSupport=(full)]

new RenderChannelCoatReflection()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
alias (int) : Internal unique identifier for this channel type.
color_mapping (boolean) : true to apply color mapping to the channel; false otherwise
consider_for_aa (boolean) : true to consider this render element for anti-aliasing (may slow down rendering)
filtering (boolean) : Whether the image filter will be applied to this channel
derive_raw_channels (boolean) : true if raw channels should be derived from the respective color and filter channel
vfb_color_corrections (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.
denoise (boolean) : true to denoise the channel; false otherwise
light_select_mode (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).
light_path_expression (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".
light_select_matte (boolean) : If true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
light_select_in_lightmix (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

RenderChannelColor

An arbitrary output variable of Color type (3-component). Contents defined by the 'alias' parameter.

new RenderChannelColor()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
alias (int) : Internal unique identifier for this channel type.
color_mapping (boolean) : true to apply color mapping to the channel; false otherwise
consider_for_aa (boolean) : true to consider this render element for anti-aliasing (may slow down rendering)
filtering (boolean) : Whether the image filter will be applied to this channel
derive_raw_channels (boolean) : true if raw channels should be derived from the respective color and filter channel
vfb_color_corrections (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.
denoise (boolean) : true to denoise the channel; false otherwise

RenderChannelColorModo

Extension of RenderChannelColor used by V-Ray for Modo

new RenderChannelColorModo()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
alias (int) : Internal unique identifier for this channel type.
color_mapping (boolean) : true to apply color mapping to the channel; false otherwise
consider_for_aa (boolean) : true to consider this render element for anti-aliasing (may slow down rendering)
filtering (boolean) : Whether the image filter will be applied to this channel
derive_raw_channels (boolean) : true if raw channels should be derived from the respective color and filter channel
vfb_color_corrections (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.
denoise (boolean) : true to denoise the channel; false otherwise
aa_override_foreground_intensity (boolean) : USE WITH CAUTION - setting this to true can increase render times significantly ! Used only when consider_for_aa is true.
aa_foreground_intensity (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.

RenderChannelCoverage

Contains the coverage factor of the object with highest influence (due to AA) on each pixel in the RenderID channel.

new RenderChannelCoverage()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel

RenderChannelCryptomatte

Cryptomatte render channel plugin for V-Ray [gpuSupport=(none)]

new RenderChannelCryptomatte()
Properties
name (String) : Full channel name and directly use for the main Cryptomatte layer. Additional rank layers have a integer suffix appended.
alias (int) : Internal unique identifier for this channel type
enableDeepOutput (boolean) : True if the rank layer channels should be written to deep files.
id_type (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.
user_attribute (String) : The user attribute name if id_type is 3
add_root_object_name (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
num_level (int) : The number of Cryptomatte rank layers (the number of distinguishable objects within a pixel)
id_type_prefix (String) : Optional prefix to find the proper scene_name slot from the VRayPlugin
write_metadata (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
object_path_start_slash (boolean) : Prepend forward slash for object paths (if necessary).

RenderChannelDenoiser

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

new RenderChannelDenoiser()
Properties
enableDeepOutput (boolean)
enabled (boolean) : True to enable the denoising render element.
name (String) : The name of the render element containing the denoised image.
engine (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.
mode (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)
type (int) : Deprecated. Only single pass denoising is supported.
preset (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
strength (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.
radius (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.
use_gpu (boolean) : [ Does not apply to NVIDIA denoiser and Intel Open Image Denoise ] Enable usage of GPU version if OpenCL support is found.
progressive_update (int) : Deprecated. This has no effect. Use SettingsImageSampler::progressive_effectsUpdate.gpuSupport=(full)
generate_render_elements (int) : Deprecated.
silence_optix_init_error (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.
wrap_around_borders (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.
temporal_mode (boolean) : Specifies if NVIDIA AI denoiser should use temporal mode. Recommended for animations.
denoise_alpha (boolean) : Specifies if the alpha channel should be denoised.
optix_use_upscale (boolean) : When denoiser mode is NVIDIA, specifies if the denoiser should upscale.
oidn_prefilter (boolean) : When denoiser mode is Intel, specifies if the inputs should be prefiltered before the main denoising pass.

RenderChannelDRBucket

Visualizes which host rendered each bucket

new RenderChannelDRBucket()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
text_alignment (int) : Alignment for the text inside the buckets (1 - Right, 2 - Left, 3 - Wrap)

RenderChannelExtraTex

Contains the result of rendering a specified color texture

new RenderChannelExtraTex()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
consider_for_aa (boolean) : true to consider this render element for anti-aliasing (may slow down rendering)
affect_matte_objects (boolean) : false to not affect Matte Objects
texmap (Texture) : The texture that will be rendered into this channel
filtering (boolean) : Whether the image filter will be applied to this channel
exclude_list (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
exclude_list_as_inclusive_set (boolean) : When true apply extra texture only to objects in exclude_list. When false apply extra texture to all objects out of exclude_list
force_32_bit_output (boolean) : Forces 32-bit float output even in half-float images
force_lossless_compression (boolean) : Forces lossless compression for this channel when DWAA/DWAB compression is used
denoise (boolean) : true to denoise the channel; false otherwise
background (Texture) : The texture that will be used as background

RenderChannelExtraTexFloat

Contains the result of rendering a specified float texture

new RenderChannelExtraTexFloat()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
texmap (TextureFloat) : The texture that will be rendered into this channel
affect_matte_objects (boolean) : false to not affect Matte Objects
exclude_list (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
exclude_list_as_inclusive_set (boolean) : When true apply extra texture only to objects in exclude_list. When false apply extra texture to all objects out of exclude_list
force_32_bit_output (boolean) : Forces 32-bit float output even in half-float images
force_lossless_compression (boolean) : Forces lossless compression for this channel when DWAA/DWAB compression is used
default_value (float) : The value where no intersection occurred (e.g. background)

RenderChannelExtraTexInt

Contains the result of rendering a specified integer texture

new RenderChannelExtraTexInt()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
texmap (TextureInt) : The texture that will be rendered into this channel
affect_matte_objects (boolean) : false to not affect Matte Objects
exclude_list (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
exclude_list_as_inclusive_set (boolean) : When true apply extra texture only to objects in exclude_list. When false apply extra texture to all objects out of exclude_list

RenderChannelGlossiness

An arbitrary output variable of floating point type (1-component grayscale).

new RenderChannelGlossiness()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
alias (int) : Internal unique identifier for this channel type.
filtering (boolean) : Whether the image filter will be applied to this channel

RenderChannelInteger

An arbitrary output variable of integer type.

new RenderChannelInteger()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
alias (int) : Internal unique identifier for this channel type

RenderChannelInvertedFloat

Used instead of RenderChannelGlossiness when an inverted ReflectIOR channel is needed. [gpuSupport=(none)]

new RenderChannelInvertedFloat()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
alias (int) : Internal unique identifier for this channel type
filtering (boolean) : Whether the image filter will be applied to this channel

RenderChannelLightingAnalysis

Lighting analysis render element that provides visual representation of the lighting intensity in the rendered frame [gpuSupport=(none)]

new RenderChannelLightingAnalysis()
Properties
name (String) : The name of the render element.
quantity (int) : Specifies the quantity to be displayed (0 - Luminance in cd, 1 - Illuminance in lx)
min_value (float) : Specifies which values are mapped to blue.
max_value (float) : Specifies which values are mapped to red.
scale (int) : Specifies how values are mapped to colors (0 - Linear, 1 - Logarithmic)
display (int) : Specifies the way data is displayed (0 - False colors, 1 - Grid overlay)
grid_horizontal_spacing (int) : The horizontal space in pixels between two numeric points on the grid.
grid_vertical_spacing (int) : The vertical space in pixels between two numeric points on the grid.
fade_background_image (boolean) : When enabled, it fades the rendered image, so that the grid values would be more visible.
draw_legend (boolean) : When enabled, shows a legend of the false colors at the bottom of the render.

RenderChannelLightMix

Light mix channel used by VFB2 [gpuSupport=(full)]

new RenderChannelLightMix()
Properties
create_rest_channel (boolean) : Create an additional Rest channel being saved to file
denoise (boolean) : true to denoise all light channels; false otherwise
tag_lightmix (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

RenderChannelLightSelect

Light select render element [gpuSupport=(partial)]

new RenderChannelLightSelect()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
alias (int) : Internal unique identifier for this channel type.
color_mapping (boolean) : true to apply color mapping to the channel; false otherwise
consider_for_aa (boolean) : true to consider this render element for anti-aliasing (may slow down rendering)
filtering (boolean) : Whether the image filter will be applied to this channel
derive_raw_channels (boolean) : true if raw channels should be derived from the respective color and filter channel
vfb_color_corrections (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.
denoise (boolean) : true to denoise the channel; false otherwise
light_select_mode (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).
light_path_expression (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".
light_select_matte (boolean) : If true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
light_select_in_lightmix (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

RenderChannelMtlID

Contains the material ID for the object with greatest coverage in each pixel.

new RenderChannelMtlID()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel

RenderChannelMultiMatte

Contains up to 3 object masks (mattes) in each color channel [gpuSupport=(partial)]

new RenderChannelMultiMatte()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
red_id (int) : The object ID that will be written as the red channel (0 to disable the red channel)
green_id (int) : The object ID that will be written as the green channel (0 to disable the green channel)
blue_id (int) : The object ID that will be written as the blue channel (0 to disable the blue channel)
use_mtl_id (boolean) : true to use the material IDs instead of the object IDs
affect_matte_objects (boolean) : false to not affect Matte Objects
consider_for_aa (boolean) : true to consider this render element for antialiasing (may slow down rendering)
exclude_list_red (List<Plugin>) : Exclude list for the red ID
exclude_list_red_as_inclusive_set (boolean) : true : apply multimatte only to objects in excludeList_red; false : apply multimatte to all objects out of excludeList_red
exclude_list_green (List<Plugin>) : Exclude list for the green ID
exclude_list_green_as_inclusive_set (boolean) : true : apply multimatte only to objects in excludeList_green; false : apply multimatte to all objects out of excludeList_green
exclude_list_blue (List<Plugin>) : Exclude list for the blue ID
exclude_list_blue_as_inclusive_set (boolean) : true : apply multimatte only to objects in excludeList_blue; false : apply multimatte to all objects out of excludeList_blue

RenderChannelNodeID

Contains the node ID for the object with greatest coverage in each pixel.

new RenderChannelNodeID()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel

RenderChannelNormals

Contains camera space normal vectors as 3-component signed colors.

new RenderChannelNormals()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
filtering (boolean) : Whether the image filter will be applied to this channel

RenderChannelObjectSelect

Contains only the object(s) selected by ID [gpuSupport=(none)]

new RenderChannelObjectSelect()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
id (int) : The object/material ID that will be extracted
ids (List<int>) : The object/material IDs (more than one) that will be extracted
use_mtl_id (boolean) : true to use the material IDs instead of the object IDs
affect_matte_objects (boolean) : false to not affect Matte Objects
consider_for_aa (boolean) : true to consider this render element for antialiasing (may slow down rendering)
invert_selection (boolean) : true to use object/material IDs different from the specified by id
denoise (boolean) : true to denoise the channel; false otherwise
color_mapping (boolean) : true to apply color mapping to the channel; false otherwise

RenderChannelRenderID

Contains the Render ID for the object with greatest coverage in each pixel.

new RenderChannelRenderID()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel

RenderChannelSheen

Direct sheen render element [gpuSupport=(full)]

new RenderChannelSheen()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
alias (int) : Internal unique identifier for this channel type.
color_mapping (boolean) : true to apply color mapping to the channel; false otherwise
consider_for_aa (boolean) : true to consider this render element for anti-aliasing (may slow down rendering)
filtering (boolean) : Whether the image filter will be applied to this channel
derive_raw_channels (boolean) : true if raw channels should be derived from the respective color and filter channel
vfb_color_corrections (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.
denoise (boolean) : true to denoise the channel; false otherwise
light_select_mode (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).
light_path_expression (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".
light_select_matte (boolean) : If true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
light_select_in_lightmix (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

RenderChannelSheenReflection

Indirect sheen reflection render element [gpuSupport=(full)]

new RenderChannelSheenReflection()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
alias (int) : Internal unique identifier for this channel type.
color_mapping (boolean) : true to apply color mapping to the channel; false otherwise
consider_for_aa (boolean) : true to consider this render element for anti-aliasing (may slow down rendering)
filtering (boolean) : Whether the image filter will be applied to this channel
derive_raw_channels (boolean) : true if raw channels should be derived from the respective color and filter channel
vfb_color_corrections (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.
denoise (boolean) : true to denoise the channel; false otherwise
light_select_mode (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).
light_path_expression (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".
light_select_matte (boolean) : If true and the light select mode is diffuse shadow mode, only contributions on matte surfaces will be captured.
light_select_in_lightmix (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

RenderChannelToon

Toon render element [gpuSupport=(none)]

new RenderChannelToon()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
alias (int) : Internal unique identifier for this channel type.
color_mapping (boolean) : true to apply color mapping to the channel; false otherwise
consider_for_aa (boolean) : true to consider this render element for anti-aliasing (may slow down rendering)
filtering (boolean) : Whether the image filter will be applied to this channel
derive_raw_channels (boolean) : true if raw channels should be derived from the respective color and filter channel
vfb_color_corrections (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.
denoise (boolean) : true to denoise the channel; false otherwise
invert_color (boolean)

RenderChannelVelocity

Contains signed velocity vectors in screen space [gpuSupport=(partial)]

new RenderChannelVelocity()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
clamp_velocity (boolean) : When true, velocity is clamped between -1 and 1.
max_velocity (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
max_velocity_last_frame (float) : Used internally to transfer the max_velocity value from the previous frame in animations.
ignore_z (boolean) : If true, the Z component will be fixed at 0.
filtering (boolean) : Whether the image filter will be applied to this channel

RenderChannelZDepth

Contains the Z-Depth (1-component grayscale).

new RenderChannelZDepth()
Properties
enableDeepOutput (boolean)
name (String) : Display name of this render channel
depth_from_camera (boolean) : If true, the black/white depth values will be taken from the camera near/far clipping distances instead
depth_raw (boolean) : Write depth value without remapping or clamping.
depth_black (float) : This depth will map to value 0.0
depth_white (float) : This depth will map to value 1.0
depth_clamp (boolean) : If true, zdepth is clamped between 0 and 1
filtering (boolean) : Whether the image filter will be applied to this channel
depth_invert (boolean) : If true zdepth is inverted
force_infinity_black (boolean) : Set infinite depth value to 0.0.
dont_filter_env (boolean) : Don't filter object edges against the environment

RenderView

Description of a render view (camera) -- position, field of view, etc. [gpuSupport=(partial)]

new RenderView()
Properties
transform (Transform) : Camera transform - position and rotation
fov (float) : Horizontal field of view
focalDistance (float) : Focus distance in scene units
aperture (float)
lens_rotation (float) : Aperture blades rotation
frame_samples (int) : Number of samples per frame for the transformation
clipping (boolean) : true to enable clipping planes
clipping_near (float) : The near clipping plane
clipping_far (float) : The far clipping plane
zoom (float) : Zoom factor
orthographic (boolean) : Orhographic projection camera when true, perspective projection otherwise
orthographicWidth (float)
ortho_adjust_to_scene (boolean) : True to adjusts an orthographic view to encompass the entire scene.
dont_affect_settings (boolean) : This is here so we can suppress a RenderView node from affecting the main VRayRenderer sequence and frame data.
use_scene_offset (boolean) : If true, the scene will be internally translated relative to the render view
mayaFocalLength (float) : Used to save camera info to vrimg file
mayaApperture (float) : Used to save camera info to vrimg file
stereo_on (int) : Enable stereo rendering and select output layout
stereo_eye_distance (float) : The distance between the two stereo views
stereo_interocular_method (int) : Specifies the camera position relative to the left and right views: 0 - center, 1 - keep left view, 2 - keep right view
stereo_specify_focus (boolean) : true to specify a separate distance for the stereo focus
stereo_focus_distance (float) : The focus distance if specify_focus is enabled
stereo_focus_method (int) : The focus method: 0 - parallel, 1 - rotate, 2 - shift
stereo_view (int) : Specifies which view to render: 0 - both views, 1 - left view, 2 - right view.
stereo_top_merge_angle (float) : Top merge angle for panoramic pole merging
stereo_bottom_merge_angle (float) : Bottom merge angle for panoramic pole merging
stereo_pole_merge_method (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
scene_name (String) : The original scene name of the camera associated with the plugin

RTEngine

For internal use only! Manages interactive or GPU rendering. Always the first plugin. Not exported to file.

new RTEngine()
Properties
enabled (boolean) : true to enable the RT engine and false to disable it
use_opencl (boolean)
separate_window (boolean) : true to open a separate window for the RTEngine, and false to use the V-Ray VFB
full_recalc_aa_mask (boolean) : true to force full AA mask recalculation. Used for direct VR rendering with 'Follow headset' option enabled.

SceneMetadata

Various scene metadata.

new SceneMetadata()
Properties
name (String) : Scene name.
description (String) : Scene description text.
scene_contents (String) : String identifier describing the scene contents.
category (List<String>) : List of content categories.
tags (List<String>) : List of additional content tags.
preview_images (List<String>) : List of paths or data URLs to preview images.
user_attributes (List<String>) : List of additional user attributes. Each attribute is a separate entry in the list in "name=value" format.

SceneModifierTest

null

new SceneModifierTest()
Properties
particle_scene (String) : The particle .vrscene
proxy_scene (String) : The proxy .vrscene
material_scene (String) : The material .vrscene

SettingsCamera

Settings for the render camera. Relates to RenderView and CameraPhysical (or other Camera{*} plugins). [gpuSupport=(partial)]

new SettingsCamera()
Properties
type (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
height (float) : Height of the cylindrical (ortho) camera
dist (float) : Applies only to fish-eye camera. Controls distance to the sphere center
fov (float) : Field of view; if negative, the field of view will not be modified
auto_fit (boolean) : The auto-fit option of the fish-eye camera
curve (float) : Controls the way the rendered images is warped. Applies only to fish-eye camera
dont_affect_settings (boolean) : This is here so we can suppress a SettingsCamera node from affecting the main VRayRenderer sequence and frame data
image_planes (Plugin) : Used only to force a re-export of the image plane geometry in RT rendering
auto_corrections_mode (int) : Determine when to apply auto-exposure and auto-white balance (0 - only if the camera has no exposure; 1 - all cameras)
auto_exposure (int) : Auto exposure mode (0 - disabled; 1 - center-weighted average (original V-Ray algorithm); 2 - histogram). This feature requires light cache GI
auto_white_balance (int) : Auto-white balance mode (0 - disabled; 1 - temperature; 2 - RGB). This feature requires light cache GI
auto_exposure_compensation (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
auto_white_balance_sample_accumulation_mode (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
scene_name (String) : The original scene name of the camera associated with the plugin
override_resolution (boolean) : Controls resolution override
override_width (int) : Resolution override widthgpuSupport=(full)
override_height (int) : Resolution override heightgpuSupport=(full)

SettingsCameraDof

Settings for raytraced depth of field. May conflict with CameraPhysical. [gpuSupport=(partial)]

new SettingsCameraDof()
Properties
on (boolean) : True to indicate DOF should be computed.
aperture (float)
center_bias (float) : Center bias for the DOF effect; between -1.0f and 1.0f; 0.0f means no bias.
focal_dist (float) : Focus distance in scene units
sides_on (boolean) : True to make the aperture a regular polygon, instead of a circle.
sides_num (int) : Sides of the polygon, if 'Sides' is true.
rotation (float) : Rotation angle of the aperture blades (sides)
anisotropy (float) : Anisotropy; allows an anamorphic effect.
subdivs (int) : Determines the number of samples for the DOF effect.
dont_affect_settings (boolean) : This is here so we can suppress a SettingsCamera node from affecting the main VRayRenderer sequence and frame data
scene_name (String) : The original scene name of the camera associated with the plugin

SettingsCaustics

Settings for rendering caustics effects through photon mapping [gpuSupport=(none)]

new SettingsCaustics()
Properties
on (boolean) : Enable global caustics (forced off in interactive mode)
max_photons (int) : Max. number of photons to look for; if 0, all photons within the search distance will be considered.
search_distance_units (int) : 0:Pixels; 1:World
search_distance (float) : Search distance for caustic photons in world units.
search_distance_pixels (float) : Search distance for caustic photons in pixels.
max_density (float) : Photons within this distance will get merged
multiplier (float) : Multiplier for the caustics
mode (int) : Specifies the way the caustics photon map is calculated (0 - New map, 1 - From file, 2 - Progressive)
file (String) : .vrpmap file to load a previous calculated caustics photon map from when "mode" is 1
dont_delete (boolean) : If true, the caustics photon map will not be deleted after rendering is complete.
auto_save (boolean) : True to save the caustics photon map automatically at the end of the rendering
auto_save_file (String) : When auto_save=1 this is the filename that will be saved
show_calc_phase (boolean) : True to show the calculation of the caustics map

SettingsColorMapping

Settings for color mapping. Affects image sampling. [gpuSupport=(partial)]

new SettingsColorMapping()
Properties
type (int) : Type of color mapping.
affect_background (boolean) : True if color mapping should affect the background.
dark_mult (float) : Multiplier for dark colors.
bright_mult (float) : Multiplier for bright colors.
gamma (float) : Additional gamma correction. What gets affected depends on the value of "adaptation_only".
subpixel_mapping (boolean) : True if the color mapping should be applied on a subpixel level.
clamp_output (boolean) : True if colors should be clamped after color mapping.
clamp_level (float) : The level at which colors will be clamped if clamping is on.
adaptation_only (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
linearWorkflow (boolean) : DEPRECATED! Only for porting legacy scenes.
exposure (Color) : Additional image exposure multiplier.

SettingsColorMappingModo

Settings specific to V-Ray for Modo [gpuSupport=(partial)]

new SettingsColorMappingModo()
Properties
type (int) : Type of color mapping.
affect_background (boolean) : True if color mapping should affect the background.
dark_mult (float) : Multiplier for dark colors.
bright_mult (float) : Multiplier for bright colors.
gamma (float) : Additional gamma correction. What gets affected depends on the value of "adaptation_only".
subpixel_mapping (boolean) : True if the color mapping should be applied on a subpixel level.
clamp_output (boolean) : True if colors should be clamped after color mapping.
clamp_level (float) : The level at which colors will be clamped if clamping is on.
adaptation_only (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
linearWorkflow (boolean) : DEPRECATED! Only for porting legacy scenes.
exposure (Color) : Additional image exposure multiplier.
multiplier (float) : Multiplier for the "Gamma correction", "Intensity gamma" and "Reinhard" modes.
inverse_gamma (float) : Inverse gamma for the the "Gamma correction" and "Intensity gamma" modes.
reinhard_burn_value (float) : Burn value for the Reinhard color mapping.

SettingsCurrentFrame

Plugin used to force the current animation time in interactive mode

new SettingsCurrentFrame()
Properties
current_frame (int) : Current frame value. Used in interactive mode to force a frame change.

SettingsDecal

The decal settings plugin in charge for preparing the decal shader [gpuSupport=(partial)]

new SettingsDecal()
Properties
dont_affect_settings (boolean) : This is here so we can suppress a SettingsDecal node from affecting the main VRayRenderer sequence data

SettingsDefaultDisplacement

Global settings for displacement geometry

new SettingsDefaultDisplacement()
Properties
override_on (boolean) : Deprecated. This has no effect.
edgeLength (float) : Maximum edge length of the displaced sub-triangles.
viewDependent (boolean) : If true 'Edge length' is specified in pixels; otherwise 'Edge length' is in scene units.
maxSubdivs (int) : Maximum subdivisions for a triangle from the original undisplaced mesh.
tightBounds (boolean) : If true the displacement map will be presampled to determine the exact displacement bounds.
amount (float) : A global multiplier for the displacement amount.
relative (boolean) : When true, displacement scales with object size
zero_subdivs_optimization (boolean) : If true, the original mesh will be used if no subdivisions are required.

SettingsDMCGI

Settings for Deterministic Monte Carlo sampling of Brute Force Global Illumination

new SettingsDMCGI()
Properties
subdivs (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.
depth (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.
adaptivity_prepass (boolean) : True to run a training prepass which would enable various adaptive algorithms.

SettingsDMCSampler

Settings for the Deterministic Monte Carlo sampler

new SettingsDMCSampler()
Properties
time_dependent (boolean) : If this is true, the sample pattern will vary from frame to frame.
adaptive_amount (float) : Amount of adaptive sampling; 1.0 means full adaptation; 0.0 means no adaptation.
adaptive_threshold (float) : Noise threshold that determines when to stop sampling. Lower values reduce noise, but may take longer to render.
adaptive_min_samples (int) : Minimum amount of samples to take.
subdivs_mult (float) : A global subdivs multiplier. Handy for reducing overall quality for draft renders.
random_seed (int) : If non-zero, a random seed for the DMC sampler.
use_local_subdivs (boolean) : true if shading subdivs in materials/lights/GI should be used, and false (recommended) to determine subdivs automatically.
use_blue_noise_optimization (boolean) : Enable blue noise optimization for the sampling pattern

SettingsEnvironment

Settings for environment mapping (per ray type) and matte objects

new SettingsEnvironment()
Properties
bg_color (Color) : Background color that will be used if a ray does not hit anything
bg_tex (Texture) : Background texture map that will be sampled if a ray does not hit anything
bg_tex_mult (float) : Multiplier used to blend the result between the background texture map and color values
gi_color (Color) : Color that will be used if a GI ray does not hit anything
gi_tex (Texture) : Texture map that will be sampled if a GI ray does not hit anything
gi_tex_mult (float) : Multiplier used to blend the result between the GI texture map and color values
reflect_color (Color) : Color that will be used if a reflected ray does not hit anything
reflect_tex (Texture) : Texture map that will be sampled if a reflected ray does not hit anything
reflect_tex_mult (float) : Multiplier used to blend the result between the Reflection texture map and color values
refract_color (Color) : Color that will be used if a refracted ray does not hit anything
refract_tex (Texture) : Texture map that will be sampled if a refracted ray does not hit anything
refract_tex_mult (float) : Multiplier used to blend the result between the Refraction texture map and color values
secondary_matte_color (Color) : Color that will be used for reflected or refracted rays of matte objects if they do not hit anything
secondary_matte_tex (Texture) : Texture map that will be sampled if reflected or refracted ray of matte objects does not hit anything
secondary_matte_tex_mult (float) : Multiplier used to blend the result between the Secondary matte texture map and color values
environment_volume (List<Plugin>) : A list of environment volumes for the scene
num_environment_objects (int) : Used for implementing image planes
global_light_level (Color) : A global light level multiplier for all lights
use_bg (boolean) : Whether to set the background color/map
use_gi (boolean) : Whether to set the GI color/map
use_reflect (boolean) : Whether to set the reflect color/map
use_refract (boolean) : Whether to set the refract color/map
use_secondary_matte (boolean) : Whether to use the secondary matte color/map

SettingsEXR

Settings for auto-saved EXR images

new SettingsEXR()
Properties
compression (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)
bits_per_channel (int) : Bits per channel (16 or 32)
extra_attributes (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.
auto_data_window (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)
write_integer_ids (boolean) : true to write integer element ids when using Image Format exr
multipart (boolean) : true to create multi-part exr file
deep_alpha_colors (int) : Deep alpha colors (0 - monochrome, 1 - RGB, 2 - monochrome+RGB)
display_window (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.
data_window_offset (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.

SettingsGaussianSplats

Global settings for rendering Gaussian splats. [gpuSupport=(none)]

new SettingsGaussianSplats()
Properties
decodeFromSRGB (boolean)
filtering (float)

SettingsGI

Settings for global illumination, such as which engine to use for primary and secondary GI [gpuSupport=(partial)]

new SettingsGI()
Properties
on (boolean) : True to turn GI calculation on
refract_caustics (boolean) : Enable refractive caustics
reflect_caustics (int) : Enable reflective caustics
saturation (float) : Saturation factor for the GI contribution
contrast (float) : Contrast factor for the GI contribution
contrast_base (float) : Center point for the contrast curve
primary_engine (int) : GI engine to use for the first light bounce
primary_multiplier (float) : Multiplier for the primary GI contribution
secondary_engine (int) : GI engine to use for the second and later light bounces
secondary_multiplier (float) : Multiplier for the secondary GI contribution
ray_distance_on (boolean) : Enable ray_distance
ray_distance (float) : GI is traced only up to this distance
ao_on (boolean) : Enable ambient occlusion
ao_amount (float) : Ambient occlusion multiplier
ao_radius (float) : Ambient occlusion radius
ao_subdivs (int) : Controls the number of AO samples to take

SettingsHair

Global settings for hair rendering [gpuSupport=(none)]

new SettingsHair()
Properties
min_hair_width (float) : Minimum hair width in pixels, for plugins that support it and do not have that option overridden

SettingsImageSampler

Settings for the image sampler - type (bucket/progressive) and quality [gpuSupport=(partial)]

new SettingsImageSampler()
Properties
type (int) : The type of the image sampler (0 - fixed rate, 1 - adaptive, 2 [ deprecated ] - adaptive subdivision, 3 - progressive)
min_shade_rate (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.
fixed_subdivs (int) : Controls the number of samples the fixed sampler will take
fixed_per_pixel_filtering (boolean) : True to enable per-pixel filtering for the fixed sampler
dmc_minSubdivs (int) : Controls the minimum number of samples the adaptive DMC image sampler will take
dmc_maxSubdivs (int) : Controls the maximum number of samples the adaptive DMC image sampler may take
dmc_threshold (float) : Color threshold for the adaptive DMC image sampler
dmc_per_pixel_filtering (boolean) : True to enable per-pixel filtering for the adaptive DMC and progressive image samplers
dmc_adaptivity_clamp (float) : Threshold to stop sampling overexposed areas of the image
dmc_fireflyRemoval (float) : Values larger than 0.0 enable firefly removal for the bucket samplers
subdivision_minRate (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.
subdivision_maxRate (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.
subdivision_jitter (boolean) : If this is true, samples will be displaced randomly, for better AA of nearly horizontal or vertical edges.
subdivision_threshold (float)
subdivision_edges (boolean)
subdivision_normals (boolean)
subdivision_normals_threshold (float)
progressive_minSubdivs (int) : Controls the minimum number of samples the progressive image sampler will take
progressive_maxSubdivs (int) : Controls the maximum number of samples the progressive image sampler may take
progressive_threshold (float) : Noise threshold for the progressive image sampler
progressive_maxTime (float) : Max. render time for the progressive image sampler in minutes
progressive_bundleSize (int) : Bundle size for the progressive image sampler
progressive_showMask (boolean) : If true, the AA mask will be rendered
progressive_progNoiseThreshold (int) : Progressive noise threshold active pixels percent at which the threshold is reduced.
progressive_effectsUpdate (int) : Approximate percentage of render time which post effects updates will take.
render_mask_mode (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)
render_mask_texture (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
render_mask_objects (List<Plugin>) : List of Node/GeomGen plugins which will be used for render mask when render_mask_mode=Objects
render_mask_object_ids (List<int>) : List of integers object ids, which will be used for render mask when render_mask_mode=ObjectIDs
render_mask_clear (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.
progressive_autoswitch_effectsresult (boolean) : True if the VFB should switch to effectsResult channel during rendering.

SettingsIrradianceMap

Settings for the Irradiance Map global illumination engine [gpuSupport=(partial)]

new SettingsIrradianceMap()
Properties
min_rate (int) : Minimum resolution exponent. E.g. -2 means the irradiance map has at least 2^-2==1/4 the full frame resolution
max_rate (int) : Maximum resolution exponent. E.g. -2 means the irradiance map has at most 2^-2==1/4 the full frame resolution
subdivs (int) : Hemispheric subdivs (determines the number of samples/rays that will be used)
interp_samples (int) : Interpolation samples
calc_interp_samples (int) : Samples looked up during the prepass phase
interp_frames (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).
color_threshold (float) : Sensitivity to changes in GI intensity
normal_threshold (float) : Sensitivity to changes in surface normals
distance_threshold (float) : Sensitivity to object proximity
detail_enhancement (boolean) : True if additional DMC sampling should be used to enhance details.
detail_radius (float) : Radius for the detail sampling in pixels.
detail_subdivs_mult (float) : A multiplier for the subdivs when doing detailed sampling.
detail_scale (int) : The scale mode for the detail enhancement.
randomize_samples (boolean) : If true, prepass samples will be randomly displaced
interpolation_mode (int) : How IM samples get inrerpolated: 0=Weighted average, 1=Least-squares fit, 2=Local Delaunay triangulation, 3=Least-squares with Voronoi weights
lookup_mode (int) : Type of sample look-up
mode (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))
dont_delete (boolean) : If true, the map will not be deleted from memory at the end of the rendering
file (String) : vrmap file to load a previously calculated irradiance map from
show_samples (boolean) : If true, the samples in the map will be shown in the final rendering
show_calc_phase (boolean) : Shows the prepasses
show_direct_light (boolean) : Shows the direct light during the prepasses (although VRay doesn't need it)
multiple_views (boolean) : True to calculate the irradiance map from multiple viewpoints along the camera path.
multipass (boolean) : If true, V-Ray will do several prepasses; if false, only one prepass at the image resolution will be made
check_sample_visibility (boolean) : If true, sample visibility will be checked during final rendering
auto_save (boolean) : If true, the map will be automatically saved at the end of the rendering
auto_save_file (String) : File name to save to if auto_save=1

SettingsJPEG

Settings for auto-saved JPEG images

new SettingsJPEG()
Properties
quality (int) : JPEG quality (1-100)

SettingsLightCache

Settings for the Light Cache global illumination engine [gpuSupport=(partial)]

new SettingsLightCache()
Properties
subdivs (int) : Subdivisions for the light cache.
sample_size (float) : Sample size when calculating the light cache.
filter_type (int) : Filter type when reconstructing the illumination from the cache. 0 - no filter; 1 - nearest; 2 - fixed
filter_samples (int) : Number of samples to look for with the 'nearest' filter type.
filter_size (float) : Filter size for the 'fixed' filter type.
prefilter (boolean) : True if the light cache should be prefiltered to smooth the illumination in it.
prefilter_samples (int) : Number of samples to look for when prefiltering the light cache.
depth (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.
show_calc_phase (boolean) : Shows a preview of the scene while the light cache is calculated.
store_direct_light (boolean) : Stores direct lighting with the light cache.
world_scale (boolean) : Whether sample and filter sizes are in world space (true) or screen space (false)
mode (int) : Specifies the way the light cache is calculated (0 - Single frame, 1 - Fly-through, 2 - From file)
file (String) : vrlmap file to load a previously calculated light cache from
dont_delete (boolean) : True if the light cache should not be deleted at the end of the rendering.
auto_save (boolean) : True if the light cache should be saved at the end of the rendering.
auto_save_file (String) : File name to save to if auto_save=1
num_passes (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.
use_for_glossy_rays (boolean) : True if the light cache should be used to estimate GI for glossy rays, instead of the primary GI engine.
adaptive_sampling (boolean) : True if adaptive hemispheric sampling should be used. This requires more memory than the non-adaptive light cache.
premultiplied (boolean) : true to use premultiplied light cache when possible
multiple_views (boolean) : This causes the light cache to be calculated for the entire camera path, even when in single frame mode.
retrace_enabled (boolean) : True to enable retrace of the light cache.
retrace_threshold (float) : Retrace threshold, relative to the light cache sample size.
retrace_leak_prevention (float) : Enables additional checks to mimize light leaks; 0.0 means no checks
type (int) : Light cache type to be used (0 - KD tree; 1 - hash map).
path_guiding (boolean) : True to enable path guiding.

SettingsLightLinker

Settings for the Light Linker - include/exclude specific lights in the scene when shading specific nodes [gpuSupport=(full)]

new SettingsLightLinker()
Properties
ignored_lights (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.
ignored_shadow_lights (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
include_exclude_light_flags (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.
include_exclude_shadow_flags (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.

SettingsLightTree

Deprecated. Do not use! [gpuSupport=(none)]

new SettingsLightTree()
Properties
on (boolean)
solids_enabled (int)
build_quality (int)

SettingsMemoryTracker

Plugin to control memory tracker report output

new SettingsMemoryTracker()
Properties
output_enabled (boolean) : Enable memory report file output
scene_name (String) : The scene name, needed for the file name
output_directory (String) : The output directory, needed for the file path
output_file_prefix (String) : the output file prefix, needed for the file name

SettingsMotionBlur

Settings for sampling motion blur effects [gpuSupport=(partial)]

new SettingsMotionBlur()
Properties
on (boolean) : Enable motion blur
geom_samples (int) : Geometry motion blur samples to take. Moving along non-linear trajectories may require more samples.
low_samples (int) : Motion blur samples to take when calculating Irradiance Map
duration (float) : Motion blur duration in frames
subdivs (int) : Deprecated. Unused.
bias (float) : Bias for the time value of motion blur samples
shutter_efficiency (float) : When <1 simulates real world shutter efficiency due to its finite speed
interval_center (float) : Relative center of the motion blur interval (typically between -1 and 1). The value is expressed as fraction of a frame.
camera_motion_blur (boolean) : Enable camera motion blur
sampling_type (int) : Type of sampling: 0 - normal, 1 - sample only shutter open, 2 - sample only shutter middle

SettingsOptions

Global settings for various V-Ray options, such as lighting, materials and distributed rendering

new SettingsOptions()
Properties
geom_displacement (boolean) : True if displacement should be computed.
geom_doHidden (boolean) : True if hidden geometry should be used.
light_doLights (boolean) : Global toggle for direct illumination
light_doDefaultLights (boolean)
light_doHiddenLights (boolean)
light_doShadows (boolean) : Global toggle for casting shadows
light_onlyGI (boolean)
light_disableSelfIllumination (boolean) : If true - will disable self-Illumination
gi_dontRenderImage (boolean) : Don't render final image. Use this to generate a prepass file (e.g. light cache) only.
mtl_reflectionRefraction (boolean) : Global toggle for material reflections and refractions
mtl_limitDepth (boolean) : Limit max ray depth when shading materials
mtl_maxDepth (int) : Max. ray depth for reflections and refractions if mtl_limitDepth is true
mtl_doMaps (boolean) : Global toggle for texture maps
mtl_filterMaps (boolean) : Global toggle for texture map filtering
mtl_SSSEnabled (boolean) : Global toggle for sub-surface scattering
mtl_filterMapsForSecondaryRays (boolean) : false to turn off filtering for glossy and GI rays
mtl_transpMaxLevels (int) : Max. transparency interactions a ray can make
mtl_transpCutoff (float) : Transparency cutoff
mtl_override_on (boolean) : Override material
mtl_glossy (boolean) : Global toggle for glossy material effects
mtl_uninvertedNormalBump (boolean) : If true the normal bump in tangent space will not be inverted on flipped UVs
mtl_matteShadowMode (int) : 0 - shadow color based on missing light; 1 - (experimental) shadow color based on present light
mtl_stochasticBump (boolean) : Whether to use stochastic sampling for bump maps to avoid sampling artifacts.
geom_backfaceCull (boolean) : If true, back faces will be invisible to camera and shadow rays
ray_bias (float) : Secondary ray bias. Use cautiously, only when having issues with overlapping faces.
gi_texFilteringMultiplier (float) : GI texturing filtering multiplier
misc_abortOnMissingAsset (boolean) : Abort rendering when a required file is missing
misc_transferAssets (boolean) : Transfer missing assets on DR
misc_useCachedAssets (boolean) : Use cached assets on DR
dr_assetsCacheLimitType (int) : Type of the assets cache limit
dr_assetsCacheLimitValue (float) : Value of the assets cache limit
dr_overwriteLocalCacheSettings (boolean) : If true the client's cache settings will overwrite server settings
ray_max_intensity_on (boolean) : Enable clamping of secondary rays. Reduces firefly artifacts, but also the overall scene brightness
ray_max_intensity (float) : The max secondary ray intensity when ray_max_intensity_on is enabled
probabilistic_lights_on (int) : Light evaluation (0 - full evaluation; 1 - light tree; 2 - adaptive lights)
num_probabilistic_lights (int) : The number of lights to use when 'Light evaluation mode' is 'Adaptive Lights'.
probabilistic_vol_on (boolean) : Enable probabilistic volumetric sampling
probabilistic_vol_samples (int) : The number of probabilistic samples to shade for primary/shadow rays when probabilistic_vol_on is true
probabilistic_vol_gi_samples (int) : The number of probabilistic samples to shade for gi/glossy when probabilistic_vol_on is true
probabilistic_vol_mis (boolean) : Enable probabilistic volumetrics with multiple importance sampling
misc_lowThreadPriority (int) : [ Windows only ] Thread priority for worker threads (0 - normal priority, 1 - lower priority, 2 - lowest priority)
misc_consistentLightingElements (boolean) : True to enable consistent calculation of lighting render elements based on internal light selects
lightSelect_metadata (boolean) : Whether to write LightSelect RE metadata to image headers (if supported by file format)
light_minPixelSize (float) : Min pixel size for spherical and rectangle/disc lights to prevent flicker with small distant lights

SettingsOutput

Settings for the output file, for the image size and region/cropping, and for animation sequence

new SettingsOutput()
Properties
img_width (int) : Output image width
img_height (int) : Output image height
img_pixelAspect (float) : Output image pixel aspect
img_file (String) : Output image filename. See also img_dir
img_dir (String) : Output image directory. See also img_file
img_file_add_dot (boolean) : Dot-delimited frame number in the output file name.
img_file_needFrameNumber (boolean) : If true, the frame number is added to the image file name
img_separateAlpha (boolean) : If true, the alpha channel will be written to a separate file
img_noAlpha (boolean) : If true, the alpha channel will not be written the final image
img_dontSaveRgbChannel (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
img_saveVelocityZeroBase (boolean) : If true, Velocity channel will be saved zero base instead of the default 0.5 based.
img_apply_cc_channels (boolean) : If true, VFB color corrections will be applied to render channels.
img_deepFile (boolean) : If true, V-Ray will will generate deep image file (valid for vrst and exr)
img_rawFile (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)
img_rawFileVFB (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.
img_rawFileSaveColorCorrections (boolean) : If true, the VFB color corrections will be baked into the RGB/PostFX channels and saved in the raw file if possible
img_rawFileSaveColorCorrectionsRenderElements (boolean) : If true, the VFB color corrections will be baked into render elements and saved in the raw file if possible
img_saveCryptomattesSeparately (boolean) : If true then save Cryptomatte elements separately from the raw image file
img_clearMode (int) : How to clear the image in the VFB before rendering each frame.
anim_start (double) : Start of animation range in time units
anim_end (double) : End of animation range in time units
anim_frame_padding (int) : Animation Frame Name Padding
anim_renumber_on (boolean) : If true, frame renumbering is used
anim_renumber_start (float) : Start number for renumber frames
anim_renumber_step (float) : Renumber frames step
anim_ren_frame_start (float) : First frame of animation range
frame_start (int) : The frame number at the start of the animation range
frames_per_second (float) : Number of frames per unit time
frames (List<Object>) : List of frames to be rendered. May contain intervals in the form of lists with start and end frame
rgn_left (float) : Image output region left coord
rgn_width (float) : Image output region width
rgn_top (float) : Image output region top coord
rgn_height (float) : Image output region height
bmp_width (int) : Output bitmap width. Not to be confused with img_width. This is the sampling resolution, not the file resolution.
bmp_height (int) : Output bitmap height. Not to be confused with img_height. This is the sampling resolution, not the file resolution.
r_left (int) : Bitmap output region left coord
r_width (int) : Bitmap output region width
r_top (int) : Bitmap output region top coord
r_height (int) : Bitmap output region height
poly_regions (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
frame_stamp_enabled (boolean) : true to enable the VFB frame stamp
frame_stamp_text (String) : Frame stamp text
relements_separateFolders (boolean) : true to save render elements in separate folders
relements_separate_rgba (boolean) : true to save the main RGBA elment in a separate folder too, if relements_separateFolders is specified
relements_divider (String) : Render elements name separator
film_offset_x (float) : Horizontal film offset
film_offset_y (float) : Vertical film offset

SettingsPhotonMap

Settings for the Photon Map global illumination engine [gpuSupport=(none)]

new SettingsPhotonMap()
Properties
bounces (int) : The maximum number of light bounces.
max_photons (int) : Number of photons to search for.
prefilter (boolean) : True if irradiance will be precomputed.
prefilter_samples (int) : Number of interpolation samples when irradiance is precomputed.
mode (int) : Specifies the way the photon map is calculated (0 - New map, 1 - From file)
file (String) : vrpmap file to load a previously calculated photon map from
auto_search_distance (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.
search_distance (float) : Photon search distance.
convex_hull_estimate (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.
dont_delete (boolean) : If true, the photon map will not be deleted after rendering is complete.
auto_save (boolean) : If true, the photon map will be saved to a file after rendering is complete.
auto_save_file (String) : File name to save to if auto_save=1
store_direct_light (boolean) : True if direct lighting should be stored with the photon map.
multiplier (float) : Multiplier for the photon map.
max_density (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.
retrace_corners (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.
retrace_bounces (int) : Maximum number of bounces when retracing corners.
show_calc_phase (boolean) : True if the calculation phase for the photon map should be displayed.

SettingsPNG

Settings for auto-saved PNG images

new SettingsPNG()
Properties
compression (int) : Compression for PNG output (0-9)
bits_per_channel (int) : Bits per channel (8 or 16)

SettingsPtexBaker

Settings for baking PTex texture files

new SettingsPtexBaker()
Properties
objects (List<Plugin>) : A list of scene objects that will be baked
texture_name (String) : The base name for the Ptex files
world_space_res (boolean) : If true then the resolution for each texture will be calculated adaptively, based on the size of the corresponding geometry.
res_u (int) : The resolution in the U direction in texture space is 2 ^ res_u.
res_v (int) : The resolution in the V direction in texture space is 2 ^ res_v.
length_u (float) : The size of one texel/point in world units.
length_v (float) : The size of one texel/point in world units.
camera_independent_shading (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
samplers_per_texel (int) : The number of samples shaded for each texel will be the square of this number.
surface_offset (float) : An offset along the geometric surface normal at which to perform shading in order to avoid surface acne.
visibility_test_rays (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.
visibility_test_ray_max_length_factor (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.
resolution_multiplier (float) : A multiplier that can be used to decrease the resolution of faces which lie outside the viewing frustum.
force_quads (boolean) : If true the textures will be quadrangular even if the mesh is purely triangular.
generate_mipmaps (boolean) : True to generate mipmaps and false otherwise.
multichannel_file (boolean) : If this is true then all render elements will be baked into one Ptex file.
border_mode_u (int) : Type of border mode in U direction: 0 - clamp, 1 - black, 2 - periodic
border_mode_v (int) : Type of border mode in V direction: 0 - clamp, 1 - black, 2 - periodic
data_format (int) : Type of texel data: 0 - 8 bit int, 1 - 16 bit int, 2 - 16 bit float, 3 - 32 bit float
projection_baking (int) : 0 - normal baking, 1 - projection baking
mode (int) : 0 - outside, 1 - inside, 2 - outside first, the inside, 3 - inside first, the outside, 4 - closest
normal (int) : 0 - Smooth normal, 1 - Geometry normal
ray_offset (float)
max_depth (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.
write_faces_degrees (boolean) : If true then meta data containing the degree of each mesh polygon will be included in the Ptex files.
write_faces_vertices (boolean) : If true then meta data containing the vertices of each mesh polygon will be included in the Ptex files.
write_vertex_positions (boolean) : If true then meta data containing the positions of all vertices will be included in the Ptex files.

SettingsRaycaster

Settings for ray intersection accelleration structures

new SettingsRaycaster()
Properties
maxLevels (int) : Max. tree depth
minLeafSize (float) : Min. voxel size
faceLevelCoef (float) : Balance coefficient between depth and faces per voxel
dynMemLimit (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.
optLevel (int) : Optimization level (must be 0)
embreeUse (boolean) : Enable/Disable using the Embree ray caster. Embree is the faster option.
embreeUseMB (boolean) : Enable/Disable using the Embree ray caster for motion blur.
embreeHair (boolean) : Enable/Disable the Embree ray caster for hair.
embreeLowMemory (boolean) : Try to conserve memory, using potentially slower algorithms.
embreeRayPackets (boolean) : Turn on the packet ray casting.

SettingsRegionsGenerator

Settings for the size and order of generating render buckets

new SettingsRegionsGenerator()
Properties
xc (int) : Maximum bucket width
yc (int) : Maximum bucket height
xymeans (int) : Size in pixels or number of regions
seqtype (int) : Sequence type
reverse (boolean) : Reverse the order in which buckets are generated
dynbuckets (int) : Enable dynamic splitting of the final buckets into smaller buckets (better CPU utilization). Ignored on GPU.

SettingsRenderChannels

Settings common to all render channels [gpuSupport=(none)]

new SettingsRenderChannels()
Properties
unfiltered_fragment_method (int) : Determines which fragment to use for unfiltered render elements (0 - best coverage; 1 - closest to camera).
deep_merge_mode (int) : Determines how to blend fragments within a pixel (0 - by render ID; 1 - by Z-Depth, 2 - none).
deep_merge_coeff (float) : Determines the z-depth blending sensitivity when deep_merge_mode is 1.
deep_exclude_RGB (boolean) : Exclude the RGB color channel from deep files

SettingsRTEngine

Settings for V-Ray Interactive and V-Ray GPU Interactive/Production. [gpuSupport=(partial)]

new SettingsRTEngine()
Properties
trace_depth (int) : Deprecated, use SettingsOptions::mtl_maxDepth. Use Maximum trace depth for reflections/refractions etc.
gi_depth (int) : Maximum trace depth for GI.
cpu_bundle_size (int) : Number of samples to bundle for the V-Ray engine in one thread
cpu_samples_per_pixel (int) : Number of samples per pixel for the V-Ray engine
gpu_bundle_size (int) : Number of samples to bundle for the V-Ray GPU engine in one thread
gpu_samples_per_pixel (int) : Number of samples per pixel for the V-Ray GPU engine
low_gpu_thread_priority (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)
coherent_tracing (boolean) : true to enable coherent tracing of gi/reflections/refractions etc.
stereo_mode (boolean) : Non-zero to enable side-by-side stereo rendering.
stereo_eye_distance (float) : Distance between the two cameras for stereo mode.
stereo_focus (int) : Focus mode (0 - none, 1 - rotation, 2 - shear)
opencl_texsize (int) : GPU maximum texture size if the value of opencl_resizeTextures allows resizing. Bigger textures are scaled to fit this size
opencl_resizeTextures (int) : Texture transfer mode for the GPU. Note that on-demand mipmapping is available only in non-interactive mode.
opencl_textureFormat (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)
progressive_samples_per_pixel (boolean) : Progressive increase for 'Rays per pixel' (from 1 to real value). Use this for faster feadback.
undersampling (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.
disable_render_elements (boolean) : If true, the interactive engine will produce only RGBA. Default is false.
max_render_time (float) : Max render time in minutes (0 = inf)
max_sample_level (int) : Max paths per pixel (0 = inf)
noise_threshold (float) : Noise threshold for the image sampler (0 = none)
max_draw_interval (int) : Max time, in milliseconds, between (partial) image updates (0=disable partial image updates)
min_draw_interval (int) : Min time, in milliseconds, between image updates (0=show all frames)
interactive (int) : Flag used to disable some production-only features in interactive mode
enable_bucket_sampler (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)
out_of_core (boolean) : When true, V-Ray GPU Out-of-core codepath will be used
disable_auto_rpp (boolean) : When true, overrides and disables the auto RPP and auto bundle size options
out_of_core_textures (boolean) : When true, V-Ray GPU Out-of-core pinned memory allocation will be used
out_of_core_textures_threshold (int) : Textures larger than this threshold (in MB) will get allocated in pinned memory

SettingsSGI

Settings for auto-saved SGI images

new SettingsSGI()
Properties
bits_per_channel (int) : Bits per channel (8 or 16)

SettingsTextureCache

Sets tiled textures settings.

new SettingsTextureCache()
Properties
cache_size (int) : Texture cache size. This parameter is set as value of envirment variable VRAY_TEXTURE_CACHE before renderBegin.
max_mipmap_resolution (int) : Sets the max resultion used while render for mipmaped files. If set to zero, the original file resolution is used.

SettingsTGA

Settings for auto-saved TGA images

new SettingsTGA()
Properties
compression (int) : Compression type for TGA output

SettingsTIFF

Settings for auto-saved TIFF images

new SettingsTIFF()
Properties
bits_per_channel (int) : Bits per channel (8, 16 bit fixed or 32-bit floating point)
interleaved (boolean) : If true, the TIFF color channels will be written interleaved (RGBRGB instead of RRGGBB)

SettingsUnitsInfo

Settings for converting scene units to physical units

new SettingsUnitsInfo()
Properties
meters_scale (float) : The number by which a 3d distance must be multiplied to convert it into meters.
photometric_scale (float) : The number by which the power of photometric lights should be scaled when rendering.
scene_upDir (Vector) : The 'up' direction for the scene.
seconds_scale (float) : The number by which a scene time unit must be multiplied to convert it to seconds.
frames_scale (float) : Frames per second, equal to 1/seconds_scale. If it is 0, then seconds_scale is used instead.
rgb_color_space (int) : Sets the rendering color space (0 - legacy CIE RGB, 1 - sRGB, 2 - ACEScg)
coordinate_system (int) : The handedness of the coordinate system. 0 - Right-handed coordinate system. 1 - Left-handed coordinate system.
ocio_config_file (String) : OCIO config filepath if ever used

SettingsVertexBaker

Setting for baking vertex color sets

new SettingsVertexBaker()
Properties
objects (List<Plugin>)
color_set_name (String)
bake_rgb_color (int)
bake_alpha (int)

SettingsVFB

Settings for VFB post-processing effects

new SettingsVFB()
Properties
version (int)
bloom_weight (float)
bloom_mask_intensity (float)
glare_on (boolean)
glare_weight (float)
glare_size (float)
glare_type (int) : 0- from image 1 - from render camera 2 - from camera params
glare_mode (int) : 0-image 1-image and buffer 2-buffer
glare_image_path (String)
glare_obstacle_image_path (String)
glare_diffraction_on (boolean)
glare_use_obstacle_image (boolean)
glare_cam_blades_on (boolean)
glare_cam_num_blades (int)
glare_cam_rotation (float) : Rotation in degrees from 0.0 - 360.0
glare_cam_fnumber (float)
glare_mask_intensity (float)
interactive (boolean)
hardware_accelerated (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
display_srgb (boolean) : 0 - sRGB is OFF, 1 - sRGB is ON.
filter_rotation (float)
use_occlusion (boolean)
occlusion_symmetric (boolean)
occlusion_percent (float)
occlusion_rotation (float)
occlusion_arc (float)
use_grating (boolean)
grating_length (float)
grating_slope (float)
grating_strength (float)
grating_density (float)
grating_zoom (float)
use_scratch (boolean)
scr_pattern (int)
scr_symmetric (boolean)
scr_multiglare_count (int)
scr_seed (int)
scr_density (float)
scr_strength (float)
scr_slope_variance (float)
scr_width_variance (float)
scr_length (float)
scr_zoom (float)
scr_rotation (float)
use_dust (boolean)
dust_pattern (int)
dust_radius_variance (float)
dust_strength (float)
dust_density (float)
dust_zoom (float)
dust_rotation (float)
dust_jitter (float)
obst_image_zoom (float)
obst_image_rotation (float)
obst_image_strength (float)
cc_settings (List<int>) : Color correction settings saved to binary and written as an array of ints
enable_vfb2 (boolean) : Should we try to use VFB2 (true) or VFB1 (false)
vfb2_layers (String) : VFB2 layers saved as a string
dont_affect_settings (boolean) : This is here so we can suppress a SettingVFB node from affecting the main VRayRenderer sequence and frame data.

SettingsVRST

Deprecated. Use the OutputDeepWriter plugin instead. Used to keep some settings for auto-saved VRST/VRSM images.

new SettingsVRST()
Properties
compression (int) : Compression for VRST output (0 - default, 1 - ZIP)
bits_per_channel (int) : Bits per channel (16 or 32)

SphereFade

Limits rendering to one or more spherical volumes defined with SphereFadeGizmo instances [gpuSupport=(none)]

new SphereFade()
Properties
gizmos (List<Plugin>) : List of SphereFadeGizmo plugins that will limit the rendering volume
empty_color (Color) : The color to render outside the gizmo volume
affect_alpha (boolean) : Whether the alpha channel is affected
falloff (float) : Falloff factor for smooth transition between the inside and outside volume

SphereFadeGizmo

Defines a sphere outside which the scene won't be rendered (can be inverted) [gpuSupport=(none)]

new SphereFadeGizmo()
Properties
transform (Transform) : Transform for positioning the gizmo in world space
radius (float) : Radius of the sphere/cylinder or side of the box (according to 'shape' type)
invert (boolean) : If true, the volume outside the gizmo will be rendered and the inside volume is excluded
shape (int) : Determines the shape of the gizmo (0 - Sphere, 1 - Box, 2 - Cylinder with the Y-axis as height)

SphericalHarmonicsExporter

Experimental GI engine for texture baking [gpuSupport=(none)]

new SphericalHarmonicsExporter()
Properties
anim_on (boolean)
mode (int)
bands (int)
subdivs (int)
bounces (int)
ray_bias (float)
file_name (String)
file_format (int)
per_normal (boolean)
hit_recording (boolean)
max_mem_usage (int)
object_space (boolean)
adaptive_on (boolean)
adaptive_thresh (float)
adaptive_depth (int)
adaptive_edge (float)
save_obj (boolean)
node (Plugin) : Node of the mesh

SphericalHarmonicsRenderer

Experimental GI engine for texture baking [gpuSupport=(none)]

new SphericalHarmonicsRenderer()
Properties
file_name (String)
use_single_vrsh (int)
precalc_light_per_frame (int)
sample_environment (int)
is_hemispherical (int)
subdivs (int)
apply_filtering (int)
filter_strength (float)

SunLight

Physically-based model of a Sun directional light source. Positioned at infinity and casts parallel rays with soft shadows. [gpuSupport=(partial)]

new SunLight()
Properties
enabled (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 (Transform) : The transformation of the Sun. Only the rotation determines its position in the sky. The translation is used only for photon mapping.
pivot_offset (Vector) : Pivot point offset relative to center of local coordinate space. Does NOT affect rendering.
color (AColor) : Color of the light
color_tex (Texture) : A color texture that if present will override the color parameter
affectDiffuse (boolean) : True if the light produces diffuse lighting and false otherwise.
affectSpecular (boolean) : True if the light produces specular hilights and false otherwise.
affectAtmospherics (boolean) : True if the light affects atmospheric effects.
diffuse_contribution (float) : Diffuse contribution for the light.
specular_contribution (float) : Specular contribution for the light.
atmospherics_contribution (float) : Contribution of the light to atmospheric effects.
use_global_light_level (boolean) : true if the light should use the global light level setting
scene_name (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.
bumped_below_surface_check (boolean) : True if the bumped normal should be used to check if the light direction is below the surface.
nsamples (int) : Number of parameter samples for motion blur.
shadows (boolean) : true if the light casts shadows and false otherwise
shadowColor (Color) : The shadow color. Anything but black is not physically accurate.
shadowColor_tex (Texture) : A color texture that if present will override the shadowColor parameter
shadowBias (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.
photonSubdivs (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.
causticSubdivs (int) : Used when calculating Caustics. Lower values mean more noisy results but will render faster. Higher values produce smoother results but take more time.
diffuseMult (float) : Multiplier for the brightness of the diffuse photons.
causticMult (float) : Multiplier for the brightness of the caustics photons.
cutoffThreshold (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.
is_instance_prototype (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.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
lpe_label (String) : Light path expressions light label which can be used to identify the light
decay_near_on (boolean) : True if near decay is enabled
decay_near_start (float) : A distance value where the near decay starts
decay_near_end (float) : A distance value where the near decay ends
decay_far_on (boolean) : True if far decay is enabled
decay_far_start (float) : A distance value where the far decay starts
decay_far_end (float) : A distance value where the far decay ends
units (int) : Units for the intensity (0 - default, 1 - lumens, 2 - lm/m/m/sr, 3 - watts, 4 - w/m/m/sr)
intensity (float) : Light intensity
intensity_tex (TextureFloat) : A float texture that if present will override the intensity parameter
subdivs (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.
invisible (boolean) : When on, this option makes the sun invisible, both to the camera and to reflections
storeWithIrradianceMap (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.
affectReflections (boolean) : True if the light appears in reflections and false otherwise.
noDecay (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).
doubleSided (boolean) : Controls whether light is emitted from both sides of each face.
objectID (int) : Object ID for use by shaders, render elements, etc.
useMIS (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.
intensity_multiplier (float) : Use to control the brightness of the Sun
target_transform (Transform) : The transformation of the Sun target point. Used only for photon mapping.
turbidity (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
ozone (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
size_multiplier (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
sky_model (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)
horiz_illum (float) : Specifies the intensity (in lx) of the illumination on horizontal surfaces coming from the sky. Used by CIE models.
altitude (float) : Specifies the observer altitude which affects the sky and horizon appearance. Used by the PRG Clear Sky New model.
color_mode (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)
filter_color (Color) : Sunlight color. Used to add user control to light color definition
ground_albedo (Color) : Reflective property of the "ground". Affects sky-dome brightness and color
blend_angle (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.
horizon_offset (float) : Horizon offset under the sky-dome. Allows the user to manually lower the horizon line.
water_vapour (float) : Controls the amount of water vapor in the atmosphere which affects the sky color.
up_vector (Vector) : Specifies an up vector different from the one for the scene (SettingsUnitsInfo::scene_upDir).
atmos_shadows (boolean) : true if the light casts shadows from atmosperics and false otherwise
shadow_subdivs (int) : Controls the number of samples for the area shadow of the sun. More subdivs produce area shadows with better quality but render slower.
photon_radius (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.
clouds_on (boolean) : Enable clouds
clouds_ground_shadows (boolean) : Enable clouds' ground shadows
clouds_density (float) : Controls the density of the clouds
clouds_variety (float) : Controls the variety of the clouds
clouds_cirrus_amount (float) : Specifies cirrus clouds amount
clouds_offset_x (float) : Clouds offset in x direction specified in meters
clouds_offset_y (float) : Clouds offset in y direction specified in meters
clouds_height (float) : Clouds height in meters
clouds_thickness (float) : Clouds thickness in meters
clouds_phase_x (float) : Clouds phase in x direction specified in percentage (%)
clouds_phase_y (float) : Clouds phase in y direction specified in percentage (%)
clouds_enscape_compatibility (boolean) : Set to true to match the clouds to Enscape
clouds_density_multiplier (float) : Clouds density multiplier to make clouds look darker/brighter
clouds_seed (int) : Random seed for the clouds generation. '0' matches the Enscape clouds
clouds_contrails_on (boolean) : Enable contrails
clouds_contrails_num_planes (int) : Number of airplane trails on the sky
clouds_contrails_strength (float) : Strength of the contrails
clouds_contrails_distortion (float) : Distortion of the contrails
clouds_contrails_offset_x (float) : Contrails offset in x direction specified in meters
clouds_contrails_offset_y (float) : Contrails offset in y direction specified in meters
clouds_contrails_time (float) : Time influencing the airplanes positions

TexAColor

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)]

new TexAColor()
Properties
uvwgen (Plugin) : Unused
texture (Texture)

TexAColorChannel

Outputs only one of the 4 RGBA channels (or intensity) as float texture [gpuSupport=(full)]

new TexAColorChannel()
Properties
color_a (Texture) : The color for channel source
mult_a (TextureFloat) : Multiplier for the result
mode (int) : Which component of the color should be returned - 0:red;1:green;2:blue;3:alpha;4:intensity

TexAColorOp

Performs arithmetic operation between the two input textures. Default output operation is defined by 'mode'. Additional output parameters are also provided. [gpuSupport=(partial)]

new TexAColorOp()
Properties
color_a (Texture) : The first color
color_b (Texture) : The second color
mult_a (TextureFloat) : Multiplier for the first color
mult_b (TextureFloat) : Multiplier for the second color
result_alpha (TextureFloat) : The alpha for the result; if not specified, the resulting alpha taken from the first color)
mode (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)
product (OutputTexture) : (color_a mult_a) (color_b*mult_b)
division (OutputTexture) : (color_a mult_a)/(color_b mult_b)
minimum (OutputTexture) : Min(color_a mult_a , color_b mult_b)
maximum (OutputTexture) : Max(color_a mult_a , color_b mult_b)
sum (OutputTexture) : (color_a mult_a)+(color_b mult_b)
difference (OutputTexture) : (color_a mult_a)-(color_b mult_b)
absolute_difference (OutputTexture) : abs((color_a mult_a)-(color_b mult_b))
lower_intensity_color (OutputTexture) : if intensity(color_a mult_a) <= intensity(color_b mult_b): color_a mult_a else color_b mult_b
greater_intensity_color (OutputTexture) : if intensity(color_a mult_a) >= intensity(color_b mult_b): color_a mult_a else color_b mult_b
result_a (OutputTexture) : color_a*mult_a
result_b (OutputTexture) : color_b*mult_b
red (OutputTextureFloat) : (color_a*mult_a).r
green (OutputTextureFloat) : (color_a*mult_a).g
blue (OutputTextureFloat) : (color_a*mult_a).b
alpha (OutputTextureFloat) : (color_a*mult_a).a
intensity (OutputTextureFloat) : mult_a*(color_a.r+color_a.g+color_a.b)/3.0
power (OutputTexture) : (color_a*mult_a)^mult_b
sin (OutputTexture) : sin((color_a mult_a) (color_b*mult_b))
cos (OutputTexture) : cos((color_a mult_a) (color_b*mult_b))
asin (OutputTexture) : asin((color_a mult_a) (color_b*mult_b))
acos (OutputTexture) : acos((color_a mult_a) (color_b*mult_b))
atan (OutputTexture) : atan((color_a mult_a) (color_b*mult_b))
atan2 (OutputTexture) : atan2((color_b mult_b), (color_a mult_a)), computes the arctangent of (color_b mult_b)/(color_a mult_a)
abs (OutputTexture) : abs(color_a*mult_a)
ceil (OutputTexture) : ceil(color_a*mult_a)
exp (OutputTexture) : exp(color_a*mult_a)
floor (OutputTexture) : floor(color_a*mult_a)
log (OutputTexture) : log(color_a*mult_a)
log10 (OutputTexture) : log10(color_a*mult_a)
sqrt (OutputTexture) : square root of color_a*mult_a
fmod (OutputTexture) : fmod(color_a mult_a, color_b mult_b)
average (OutputTexture) : ((color_b mult_b)+(color_b mult_b))*0.5
tan (OutputTexture) : tan(color_a*mult_a)
bias_schlick (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
gain_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
bias_perlin (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
gain_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

TexAnimationCurve

Maps an input float along a curve. Very similar to TexBezierCurve. [gpuSupport=(none)]

new TexAnimationCurve()
Properties
input (TextureFloat)
points (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.
tangent_types (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.
pre_infinity_type (int) : One of the following: 0 -- Constant, 1 -- Linear, 2 -- Cycle, 3 -- Cycle relative, 4 -- Oscillate.
post_infinity_type (int) : One of the following: 0 -- Constant, 1 -- Linear, 2 -- Cycle, 3 -- Cycle relative, 4 -- Oscillate.
weighted (boolean)

TexBerconDistortion

V-Ray implementation of the Bercon distortion texture for 3dsMax [gpuSupport=(bake)]

new TexBerconDistortion()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
cam_space (boolean) : Calculations in camera space
map_source (Texture) : map to be distorted
dist_map (Texture) : distortion map
dist_map2 (Texture) : distortion map 2
dist_str (float) : distortion strength
use_dist (boolean) : use distortion

TexBerconGrad

V-Ray implementation of the Bercon gradient texture for 3dsMax [gpuSupport=(partial)]

new TexBerconGrad()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
cam_space (boolean) : Calculations in camera space
positions (float) : positions of the given colors
colors (List<Texture>) : the given colors
texture_map (Texture) : the texture used for mapped gradient ramp
gradient_type (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
interpolation (int) : 0:linear, 1:smooth, 2:solid nearest, 3:solid left, 4:solid right
ior (float) : Fresnel ior to use
reverse (int) : Whether to reverse the gradient
range_min (float) : Minimum range
range_max (float) : Maximum range
range_loop (int) : 0:Stretch, 1:Tile, 2:Mirror, 3:None
use_dist (int) : Whether to use distortion
dist_str (float) : Distortion strength
dist_map (Texture) : Distortion texture
type (int) : 0:UVW, 1:Normal, 2:Distance, 3:Light, 4:Map, 5:Random, 6:Particle age, 7:Particle speed, 8:Particle size
normal_type (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
normal_function (int) : 0:Perpendicular, 1:Towards, 2:Fresnel
use_curve_input (boolean) : Whether to use a bezier curve
curve_output (OutputTextureFloat) : Calculated blend amount to be tranformed by the bezier curve
curve_input (TextureFloat) : If curve is used the gradient value will be taken from this texture

TexBerconNoise

V-Ray implementation of the Bercon procedural noise texture for 3dsMax [gpuSupport=(partial)]

new TexBerconNoise()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
cam_space (boolean) : Calculations in camera space
noise_color1 (Color) : noise color 1
noise_color2 (Color) : noise color 2
noise_map1 (Texture) : noise map 1
noise_map2 (Texture) : noise map 2
noise_size (float) : noise size
low_tresh (float) : default = 0.0f
high_tresh (float) : default = 1.0f
uvw_dist (int) : UVW distance
noise_function (int) : noise function
noise_phase (float) : noise phase
worley_spread (float) : worley spread
worley_F1 (float) : worley F1
worley_F2 (float) : worley F2
worley_F3 (float) : worley F3
worley_F4 (float) : worley F4
worley_distance (int) : worley distance
fractal_type (int) : fractal type
fractal_levels (float) : fractal levels
fractal_offset (float) : fractal offset
fractal_gain (float) : fractal gain
fractal_lacunarity (float) : fractal lacunarity
fractal_H (float) : fractal H
use_dist (boolean) : use distortion
dist_str (float) : distortion strength
dist_map (Texture) : distortion map - works similarly to a bump map, solid colors have no effect
dist_map2 (Texture) : texture for distortion strength
tex_size (Texture) : texture for the size
tex_low (Texture) : texture for low threshold
tex_high (Texture) : texture for high threshold
tex_phase (Texture) : texture for phase
tex_spread (Texture) : texture for spread
tex_F1 (Texture) : texture for F1
tex_F2 (Texture) : texture for F2
tex_F3 (Texture) : texture for F3
tex_F4 (Texture) : texture for F4
tex_levels (Texture) : texture for fractal levels
tex_offset (Texture) : texture for fractal offset
tex_gain (Texture) : texture for fractal gain
tex_lacunarity (Texture) : texture for fractal lacunarity
tex_exponent (Texture) : texture for exponent
use_curve_input (boolean) : Whether to use a bezier curve
curve_output (OutputTextureFloat) : Calculated blend amount to be tranformed by the bezier curve
curve_input (TextureFloat) : If curve is used the output value will be taken from this texture

TexBerconTile

V-Ray implementation of the Bercon procedural tile texture for 3dsMax [gpuSupport=(partial)]

new TexBerconTile()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
cam_space (boolean) : Calculations in camera space
noise_color1 (Color) : noise color 1
noise_color2 (Color) : noise color 2
noise_color3 (Color) : noise color 3
noise_map1 (Texture) : noise map 1
noise_map2 (Texture) : noise map 2
lock_edge (boolean) : lock edge
noise_map3 (Texture) : noise map 3
tile_size (float) : tile size
tile_style (int) : tile style
tile_width (float) : tile width
tile_height (float) : tile height
edge_width (float) : edge width
edge_height (float) : edge height
tile_width2 (float) : tile width 2
tile_height2 (float) : tile height 2
edge_width2 (float) : edge width 2
edge_height2 (float) : edge height 2
soften (int) : tile soften
soften_rad (float) : soften radius
round (boolean) : round
round_rad (float) : round radius
map_uv (boolean) : map uv
uv_channel (int) : uv channel
auto (int) : auto scaling
rand_X (float) : random X
rand_Y (float) : random Y
rand_SX (float) : random SX
rand_SY (float) : random SY
lock (boolean) : lock
rot_uv (int) : rotate uv
rand_rot (float) : random rotation
flip_X (boolean) : flip X
flip_Y (boolean) : flip Y
center (boolean) : center
center_channel (int) : center channel
rand_Z (boolean) : random Z
pattern (String) : offset, height, width1, width2, ... / offset, height, width1 ... Negative offset will be multiplied by row number try: -.25,1,1
use_dist (boolean) : use distortion
dist_str (float) : distortion strength
dist_map (Texture) : distortion map - works similarly to a bump map, solid colors have no effect
dist_map2 (Texture) : texture for distortion strength
tex_soften_rad (Texture) : texture for soften radius
tex_round_rad (Texture) : texture for round radius

TexBerconWood

V-Ray implementation of the Bercon procedural wood texture for 3dsMax [gpuSupport=(partial)]

new TexBerconWood()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
cam_space (boolean) : Calculations in camera space
noise_color1 (Color) : noise color 1
noise_color2 (Color) : noise color 2
noise_color3 (Color) : noise color 3
noise_map1 (Texture) : noise map 1
noise_map2 (Texture) : noise map 2
grain_lock (boolean) : grain lock
noise_map3 (Texture) : noise map 3
rand_seed (float) : random seed
wood_type (int) : 0:Radial wood, 1:Perlin wood, 2:Simplex wood, 3:Linear wood
wood_size (float) : wood size
low_tresh (float) : low treshold
high_tresh (float) : high treshold
wood_skew (float) : wood skew
width_var (float) : width variation
gain_var (float) : gain variation
trunk_str (float) : trunk strength
trunk_freq (float) : trunk frequency
radial_str (float) : radial strength
radial_freq (float) : radial frequency
radial_z (float) : radial Z frequency
angle_str (float) : angle strength
angle_freq (float) : angle frequency
angle_rad (float) : angle radius
grain_str (float) : grain strength
grain_freq (float) : grain frequency
use_dist (boolean) : use distortion
dist_str (float) : distortion strength
dist_map (Texture) : distortion map - works similarly to a bump map, solid colors have no effect
dist_map2 (Texture) : texture for distortion strength
samples (int) : samples
tex_size (Texture) : texture for the size
tex_low (Texture) : texture for low treshhold
tex_high (Texture) : texture for high greshhold
tex_skew (Texture) : texture for skew
tex_width_var (Texture) : texture for width variation
tex_gain_var (Texture) : texture for gain variation
tex_trunk_str (Texture) : texture for trunk strength
tex_trunk_freq (Texture) : texture for trunk frequency
tex_radial_str (Texture) : texture for radial strength
tex_radial_freq (Texture) : texture for radial frequency
tex_z_str (Texture) : texture for radial z strength
tex_ang_str (Texture) : texture for angular strength
tex_ang_freq (Texture) : texture for angular frequency
tex_ang_rad (Texture) : texture for angular radius
tex_grain_str (Texture) : texture for grain strength
tex_grain_freq (Texture) : texture for grain frequency
use_curve_input (boolean) : Whether to use a bezier curve
curve_output (OutputTextureFloat) : Calculated blend amount to be tranformed by the bezier curve
curve_input (TextureFloat) : If curve is used the output value will be taken from this texture

TexBezierCurve

Outputs the 2D piecewise cubic bezier curve float result (Y axis) from the given input float argument (X axis) [gpuSupport=(full)]

new TexBezierCurve()
Properties
input_float (TextureFloat) : The input texture
points (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.
types (List<int>) : The type of the control points: 0 - free, 1 - bezier, 2- bezier smooth
num_bezier_points (int) : The number of precisely calculated points from bezier curves: default 256
use_end_tangents (boolean) : true to extrapolate beyound the control points
out_of_range_type (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.
gpu_curve_mode (int) : The GPU curve mode: 0 - Intensity; 1: Red component; 2: Green component; 3: Blue component; 4: Alpha component
clamp (boolean) : Clamp output.
clamp_value_min (float) : Clamp min value.
clamp_value_max (float) : Clamp max value.

TexBezierCurveColor

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)]

new TexBezierCurveColor()
Properties
input_color (Texture) : The input color texture.
points_r (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.
points_g (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.
points_b (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.
types_r (List<int>) : The type of the control points: 0 - free, 1 - bezier, 2- bezier smooth.
types_g (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
types_b (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
num_bezier_points_r (int) : The number of precisely calculated points from bezier curves: default 256.
num_bezier_points_g (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
num_bezier_points_b (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
use_end_tangents_r (boolean) : true to extrapolate beyound the control points.
use_end_tangents_g (boolean) : true to extrapolate beyound the control points. If points_g is empty, use_end_tangents_r will be used instead
use_end_tangents_b (boolean) : true to extrapolate beyound the control points. If points_b is empty, use_end_tangents_r will be used instead
out_of_range_type_r (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.
out_of_range_type_g (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
out_of_range_type_b (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

TexBifrostVVMix

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)]

new TexBifrostVVMix()
Properties
velocity_mult (float) : The velocity texture multiplier
vorticity_mult (float) : The vorticity texture multiplier
velocity_tex (Texture) : The vorticity texture. This must be connected to the bifrostVelocity color set of the mesh.
vorticity_tex (Texture) : The vorticity texture. This must be connected to the bifrostVorticity color set of the mesh.
out_value (OutputTextureFloat) : The result float value of the velocity/vorticity mix.

TexBillboardParticle

Deprecated. [gpuSupport=(bake)]

new TexBillboardParticle()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
clr_txt (Texture) : Color texture, the particles'color
NormalType (int) : Surface Normal Type: Billboard or Spherical
Direction (int) : Face Direction: Camera, Incoming ray, Camera and Lights, Use Rotation
TextureSpace (int) : Planar, Particle's Local Space, Cloud's Local Space, World Space
Shape (int) : Shape: Square, Rectangular or Circular
FollowVelocity (int) : Particle billboard rotates in the direction of the velocity. This is disabled if the billboard Face Direction is set to Use Rotation
SelfShadow (float) : Shadows cast by the particles onto themselves are attenuated by this factor
UseShading (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.
AmbientType (int) : % of Base Color (particle type color), Use Ambient Color (the values of the Color sliders below), or None.
AmbienceClr (Texture) : Ambience colour
AmbientClr (Texture) : Ambient colour
AmbientPart (float) : Ambient % of base
SpecularType (int) : Specular type (0 = none, 1 = colour, 2 = % of base
SpecularClr (Texture) : Specular colour
SpecularPart (float) : Specular % of base
SpecularCoeff (float) : Specular coeff
IrradianceType (int) : Irradiance type (0 = none, 1 = colour, 2 = % of base
IrradianceClr (Texture) : Irradiance colour
IrradiancePart (float) : Irradiance % of base
RadianceType (int) : Radiance type (0 = none, 1 = colour, 2 = % of base
RadianceClr (Texture) : Radiance colour
RadiancePart (float) : Radiance % of base
ColourBurn (float) : Amount of colour burn to apply

TexBitmap

Sample a bitmap texture specified through a BitmapBuffer or RawBitmapBuffer plugin [gpuSupport=(partial)]

new TexBitmap()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
tile (int) : 0: not tiling; 1: tile in UV; 2: tile in U; 3: tile in V; 4: tile in UV, but not filter tiling;
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
bitmap (Plugin) : A BitmapBuffer or RawBitmapBuffer providing the pixel values
default_color (Texture) : The color when bitmap is not found or there are no valid UVs.

TexBlend

Blends between two color textures using a float texture for weight: result = (1-amount)color_a + amountcolor_b [gpuSupport=(full)]

new TexBlend()
Properties
color_a (Texture) : The first color to blend
color_b (Texture) : The second color to blend
blend_amount (TextureFloat) : The linear blending weight: color_a dominates toward 0.0, color_b dominates toward 1.0
composite (boolean) : If true, color_b will be composited over color_a with the given weight, taking its alpha into account

TexBlendBumpNormal

Blends two normal maps and two bump maps [gpuSupport=(none)]

new TexBlendBumpNormal()
Properties
normalMap1 (Texture) : First tangent space normal map.
normalMapWeight1 (TextureFloat) : Weight of first tangent space normal map.
normalMap2 (Texture) : Second tangent space normal map.
normalMapWeight2 (TextureFloat) : Weight of second tangent space normal map.
bumpMap1 (Texture) : First bump map.
bumpMapWeight1 (TextureFloat) : Weight of first bump map.
bumpMap2 (Texture) : Second bump map.
bumpMapWeight2 (TextureFloat) : Weight of second bump map.
sharpen (boolean)

TexBulge

V-Ray implementation of the Bulge procedural texture in Maya (grayscale rectangular grid) [gpuSupport=(bake)]

new TexBulge()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
u_width (float)
v_width (float)

TexBump2Glossiness

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)]

new TexBump2Glossiness()
Properties
out_dbg_moment1 (OutputTexture) : Debug output containing first moments
out_dbg_moment2 (OutputTexture) : Debug output containing second moments
out_dbg_sigma (OutputTexture) : Debug output containing determinant of sigma matrix
map (Texture) : A texture providing the bump map
uvwgen (Plugin) : The uvw generator for the bump map
bump_amount (float) : Bump amount
base_glossiness (TextureFloat) : Base glossiness texture
use_roughness (boolean) : Whether to treat the base glossiness texture as roughness (true) or glossiness (false).
bump_mode (int) : Bump Mode: 0 - bump map; 1 - normal map in tangent space
filter_mode (int) : Filter mode for the bump map
filter_width (float) : Filter width for the bump map
filter_sharpness (float) : Filter sharpness for the bump map
filter_max_eccentricity (float) : Filter max eccentricity for the bump map
filter_blur (float) : Filter blur for the bump map

TexC4DNoise

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)]

new TexC4DNoise()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
octaves (float) : Higher values add high frequency details
anim_speed (float) : Animation speed
time_period (float) : Specifies the number of seconds before the animation loops
low_clip (float) : The minimum value returned. This clipping is applied to the noise value, not the final color
high_clip (float) : The maximum value returned. This clipping is applied to the noise value, not the final color
brightness (float) : A constant value added to the noise value, not the final color
contrast (float) : Controls the noise value contrast, not the final color
movement (Vector) : Offset to the input coordinates of the noise. It is scaled with time, having an animated effect
cycles (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.
type (int) : The type of noise used
space (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
seed (int) : Seed to initialize the RNG
lacunarity (float) : Multiplier for the frequency when computing each octaves
gain (float) : Exponent of the weight when computing each octaves
color1 (AColor) : Low value color
color2 (AColor) : High value color
global_scale (float) : Scale in each direction
relative_scale (Vector) : Scale in separate directions
speed (float) : Multiplier for the movement
absolute (boolean) : When true, the returned noise value is non-negative
parameter_hash_version (int) : The version of the hashing contents and order.
parameter_hash (int) : Hash value of current parameters to restrict modifications to legally permitted exporters

TexCellular

Procedural texture based on Steven Worley's "A Cellular Texture Basis Function" paper [gpuSupport=(bake)]

new TexCellular()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
center_color (Texture)
edge_color (Texture)
bg_color (Texture)
size (float)
spread (float)
density (float)
type (int) : 0 = dots; 1 = chips; 2 = cells; 3 = chess cells; 4 = plasma
low (float) : Low threshold (for the bg color)
middle (float) : Middle threshold (for the edge color)
high (float) : High threshold (for the center color)
fractal (boolean)
fractal_iterations (float) : The number of fractal iterations
fractal_roughness (float) : The fractal roughness (0.0f is very rough; 1.0 is smooth - i.e. no fractal)
components (OutputTextureVector) : Outputs (F(1), F(2), F(3)) (the distances to the three closest points in the cellular context) as a Vector

TexChecker

Checkered alternation between two textures [gpuSupport=(partial)]

new TexChecker()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
white_color (Texture) : The white checker color
black_color (Texture) : The black checker color
contrast (TextureFloat) : Contrast value

TexClamp

Clamps an input texture between the given min/max color values [gpuSupport=(full)]

new TexClamp()
Properties
texture (Texture)
min_color (Texture)
max_color (Texture)

TexCloth

Procedural weaved cloth texture [gpuSupport=(bake)]

new TexCloth()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
gap_color (Texture)
u_color (Texture)
v_color (Texture)
u_width (TextureFloat)
v_width (TextureFloat)
u_wave (TextureFloat)
v_wave (TextureFloat)
randomness (TextureFloat)
width_spread (TextureFloat)
bright_spread (TextureFloat)

TexColor2Scalar

Deprecated. Use TexColorToFloat or TexAColorOp::intensity. [gpuSupport=(none)]

new TexColor2Scalar()
Properties
clr_txt (Texture) : Color texture, which intensity will be used
mult (TextureFloat) : intensity multiplier
use_alpha (int) : add alpha in the average calculation

TexColor8Mix

Deprecated. [gpuSupport=(none)]

new TexColor8Mix()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
base_color (Texture) : Defines the base (ambient) color to use while mixing
color1 (Texture) : Defines the compositing color. When using a texture, this parameter is used to define the image.
mode1 (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)
weight1 (Texture) : Defines the mix layer's intensity in relation to the base color.
alpha1 (boolean) : Multiply weight by Alpha
inuse1 (boolean) : Computes this color, weight, and mixing mode.
color2 (Texture)
mode2 (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)
weight2 (Texture)
alpha2 (boolean)
inuse2 (boolean)
color3 (Texture)
mode3 (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)
weight3 (Texture)
alpha3 (boolean)
inuse3 (boolean)
color4 (Texture)
mode4 (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)
weight4 (Texture)
alpha4 (boolean)
inuse4 (boolean)
color5 (Texture)
mode5 (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)
weight5 (Texture)
alpha5 (boolean)
inuse5 (boolean)
color6 (Texture)
mode6 (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)
weight6 (Texture)
alpha6 (boolean)
inuse6 (boolean)
color7 (Texture)
mode7 (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)
weight7 (Texture)
alpha7 (boolean)
inuse7 (boolean)

TexColorAndAlpha

Wraps a color texture and overrides its alpha channel with a float texture [gpuSupport=(none)]

new TexColorAndAlpha()
Properties
color_input (Texture)
alpha_input (TextureFloat)

TexColorAverage

Deprecated. Use TexAColorOp. [gpuSupport=(none)]

new TexColorAverage()
Properties
input (Texture) : Input texture used to compute an intensity level
factor (float) : The intensity of the output

TexColorCondition

Output either color A or B depending on condition [gpuSupport=(full)]

new TexColorCondition()
Properties
color_a (Texture)
alpha_a (TextureFloat)
color_b (Texture)
alpha_b (TextureFloat)
condition (TextureFloat)

TexColorConstant

Yield a constant color [gpuSupport=(full)]

new TexColorConstant()
Properties
color (Texture)
alpha (TextureFloat)

TexColorCorrect

Correct a color by specifying HSV and RGB gains, offset, gamma correction and clamping [gpuSupport=(none)]

new TexColorCorrect()
Properties
in_color (Texture)
in_alpha (TextureFloat)
unpremultiply_input (TextureFloat)
premultiply_result (TextureFloat)
hue_shift (TextureFloat)
sat_gain (TextureFloat)
val_gain (TextureFloat)
col_gain (Texture)
col_offset (Texture)
col_gamma (Texture)
col_clamp (TextureFloat)
col_clamp_min (Texture)
col_clamp_max (Texture)
alpha_gain (TextureFloat)
alpha_offset (TextureFloat)
alpha_gamma (TextureFloat)
alpha_clamp (TextureFloat)
alpha_clamp_min (TextureFloat)
alpha_clamp_max (TextureFloat)

TexColorCurve

Applies bezier correction curves to the input color texture channels [gpuSupport=(full)]

new TexColorCurve()
Properties
input (Texture) : The value from this texture is controlled by the profile curve.
inputScalar (TextureFloat) : If present input is ignored, and this is used instead.
rkeys (List<float>) : Quadruplets of 2d vectors for each bezier segment for the red curve.
gkeys (List<float>) : Quadruplets of 2d vectors for each bezier segment for the green curve.
bkeys (List<float>) : Quadruplets of 2d vectors for each bezier segment for the blue curve.
use_alpha (boolean) : Get alpha from curve
akeys (List<float>) : Quadruplets of 2d vectors for each bezier segment for the alpha curve.

TexColorExponential

Deprecated. [gpuSupport=(none)]

new TexColorExponential()
Properties
input (Texture) : The value used in the operation.
factor (Texture) : The factor to be used in the operation.
operation (int) : The operation: 0=Exponential, 1=Logarithm, 2=Bias, 3=Gain
use_alpha (boolean) : Apply operation to alpha channel

TexColorLogic

Compare colors [gpuSupport=(full)]

new TexColorLogic()
Properties
color_a (Texture)
color_b (Texture)
operation (int)

TexColorMask

Mask a color. In-efficient GPU implementation, use any of the other texture-mask plugins instead [gpuSupport=(full)]

new TexColorMask()
Properties
in_color (Texture)
in_alpha (TextureFloat)
preserve_color (TextureFloat)
mask (Texture)
mask_alpha (TextureFloat)
mask_alpha_is_luminance (float)

TexColorMathBasic

Deprecated. Use TexAColorOp. [gpuSupport=(none)]

new TexColorMathBasic()
Properties
op (int) : Operation: Add(), Subtract(), Multiply(), Divide(), Minimum(), Maximum()
alpha (boolean) : Use alpha in the calculations
input1 (Texture) : The first color input
input2 (Texture) : The second color input

TexColorSwitch

Deprecated. [gpuSupport=(none)]

new TexColorSwitch()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
default_color (Texture) : Default color to be used when the Switch value does not match the Value of any of the Cases
switch_value (TextureInt) : Accepts a varying set of integer values that control which Case's Input gets evaluated
color0 (Texture)
value0 (int)
color1 (Texture)
value1 (int)
color2 (Texture)
value2 (int)
color3 (Texture)
value3 (int)
color4 (Texture)
value4 (int)
color5 (Texture)
value5 (int)
color6 (Texture)
value6 (int)
color7 (Texture)
value7 (int)

TexColorToFloat

Outputs the scalar intensity of the input color texture [gpuSupport=(full)]

new TexColorToFloat()
Properties
input (Texture) : The color value

TexCombineColor

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)]

new TexCombineColor()
Properties
color (Color) : The color value
texture (Texture) : The texture
texture_multiplier (float) : The texture multiplier (blends between the value and the texture)
result_invert (boolean) : true to invert the result
result_multiplier (float) : A multiplier for the result (after inversion, if result_invert is true)

TexCombineColorLightMtl

Combine color texture specifically for the VRayLightMtl material in 3ds Max. Performs normal alpha blending. [gpuSupport=(full)]

new TexCombineColorLightMtl()
Properties
color (Color) : The color value
texture (Texture) : The texture
result_multiplier (float) : A multiplier for the final result

TexCombineFloat

Linearly interpolates between a fixed value and a texture's intensity [gpuSupport=(partial)]

new TexCombineFloat()
Properties
value (float) : The scalar value
texture (Texture) : The texture
texture_multiplier (float) : The texture multiplier (blends between the value and the texture)
texture_clamp (boolean) : true if the texture should be clamped to 1 from above (it is always clamped to 0 from below)
result_multiplier (float) : A multiplier for the resulit (after inversion, if result_invert is true)

TexComplexFresnel

An implementation of the Complex Fresnel map [gpuSupport=(none)]

new TexComplexFresnel()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
n_red (float)
n_green (float)
n_blue (float)
k_red (float)
k_green (float)
k_blue (float)
gamma (float)
hue (float)
sat (float)

TexCompMax

Composites two input textures with the specified arithmetic operation [gpuSupport=(partial)]

new TexCompMax()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
sourceA (Texture) : Left-side operation argument
sourceB (Texture) : Right-side operation argument
operator (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
mix_amount (float) : Global multiplier (0.0-1.0) for the operation

TexComposite

Compose two textures. In-efficient GPU implementation, use any of the Color-correction related textures for V-Ray GPU instead. [gpuSupport=(full)]

new TexComposite()
Properties
color_a (Texture)
alpha_a (TextureFloat)
color_b (Texture)
alpha_b (TextureFloat)
operation (int)
factor (TextureFloat)

TexCondition

Outputs either of the two input textures depending on the comparison between two input float textures [gpuSupport=(none)]

new TexCondition()
Properties
operation (TextureInt) : The condition check: 0 - equal, 1 - not equal, 2 - greater than, 3 - greater or equal, 4 - less than, 5 - less or equal
op_a (TextureFloat) : The first number to compare
op_b (TextureFloat) : The second number to compare
result_true (Texture) : The color to return if the condition is true
result_false (Texture) : The color to return if the condition is false
color (OutputTexture) : The resulting color

TexCondition2

Same as TexCondition, but supported by V-Ray GPU [gpuSupport=(full)]

new TexCondition2()
Properties
operation (int) : 0 : Equal; 1 : Not equal; 2 : Greater than; 3 : Greater or equal; 4 : Less than; 5 : Less or equal
first_term (TextureFloat)
second_term (TextureFloat)
color_if_true (Texture)
color_if_false (Texture)

TexCurvature

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)]

new TexCurvature()
Properties
mode (int) : The curvature mode (0 - Legacy, 1 - Convex, 2 - Concave, 3 - Both)
subdivs (int) : Number of sample to take when sampling normals around intersection (subdivs*subdivs)
sample_spread (TextureFloat) : Sampling radius
out_color_min (float) : Output color min value
out_color_max (float) : Output color max value
scale (float) : The scale relative to which the curvature is computed
trace_distance (float) : The maximum distance to search for intersections. Bigger values will decrease the performance, but may produce more correct result.
threshold (float) : Curvature values below this threshold will be ignored.
out_color_gain (float) : Curvature output correction gain
out_color_lift (float) : Curvature output correction lift
out_color_gamma (float) : Curvature output correction gamma
out_color_pivot (float) : Curvature output correction pivot
out_color_clamp (boolean) : Whether curvature output should be clamped to [ 0;1 ]
ignore_bump (boolean) : Whether bumped normals should be ignored when calculating curvature

TexCustomBitmap

Example plugin. Do not use. [gpuSupport=(bake)]

new TexCustomBitmap()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
tile (int) : 0: not tiling; 1: tile in UV; 2: tile in U; 3: tile in V; 4: tile in UV, but not filter tiling;
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase

TexDent

An implementation of 3ds Max's Dent map [gpuSupport=(bake)]

new TexDent()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1 (Texture)
color2 (Texture)
size (float)
strength (float)
iterations (int)

TexDirt

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)]

new TexDirt()
Properties
white_color (Texture) : Specifies the color that is returned by the texture for unoccluded areas (areas where a surface is fully exposed to ambient light).
black_color (Texture) : Specifies the color that is returned by the texture for occluded areas (areas where a surface's ambient lighting is limited or blocked).
radius (TextureFloat) : Determines the amount of area (in scene units) where the TexDirt effect is produced
distribution (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.
falloff (float) : Controls the speed of the transition between occluded and unoccluded areas
subdivs (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.
bias_x (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.
bias_y (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.
bias_z (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.
ignore_for_gi (boolean) : Determines whether the dirt effect is taken into consideration for GI calculations or not.
ignore_bump (boolean) : Determines whether to take bump into account.
consider_same_object_only (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.
user_attribute (String) : User attribute name when consider_same_object_only=4.
invert_normal (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.
affect_alpha (boolean) : When enabled use resulting occlusion value as output alpha. Otherwise interpolate between occluded & unoccluded alphas.
double_sided (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).
work_with_transparency (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.
ignore_self_occlusion (boolean) : When enabled, the object does not occlude itself. It is occluded only by other objects in the scene.
thin_mode (boolean) : When enabled, the inner mode disregards surfaces that are not orthogonal to the shade surface, thus resulting in less dirt on thin objects.
mode (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
environment_occlusion (boolean) : When enabled, V-Ray uses the environment when calculating the occlusion of areas that are not occluded by other objects.
affect_reflection_elements (boolean) : When enabled, the ambient reflection affects the reflection render elements. This can be used to create reflection masks.
glossiness (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.
render_nodes (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.
render_nodes_inclusive (boolean) : When enabled reverses the meaning of the Exclude list - only objects in the list will be shaded by the dirt map.
use_texture_for_excluded (boolean) : When enabled the texture will return the unoccluded color texture, if the object is excluded. Otherwise return (0,0,0,0)
affect_result_nodes (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.
affect_result_nodes_inclusive (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"
subdivs_as_samples (boolean) : Enable to make the subdivs independent of the image sampler quality.
screen_space_radius (boolean) : If enabled, the radius is rescaled based on the distance from the camera.
streaks_ambient (boolean) : Specifies whether there should be ambient streaks.
streaks_inner (boolean) : Specifies whether there should be inner streaks.
streaks_blur (boolean) : Specifies whether an algorithm with blurred streak must be used. The blur is controlled through the distribution parameter.
blur (float) : Specifies the shape of the cone used for inner occlusion sampling.
streaks_size (float) : Specifies the size of each streak relative to the object.
streaks_density (float) : Specifies the density of the streaks - 0 means no streaks and 1 means all streaks.

TexDisplacacementRestrict

Deprecated. [gpuSupport=(none)]

new TexDisplacacementRestrict()
Properties
input_tex (TextureFloat) : Input Float Texture
max_displacement (float) : Specifies the maximum displacement value. If an input value is higher than the Max Displacement value, it will be clipped

TexDistance

Blends between 'near' and 'far' texture colors based on the distance to a specific object's surface [gpuSupport=(full)]

new TexDistance()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
distance (TextureFloat) : Specifies a radius outside of which all points will be given the far color.
far_tex (Texture) : The color returned by the texture for points that are at a distance greater than the radius parameter from the specified objects.
near_tex (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.
inside_separate (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.
inside_solid (boolean) : When this option is enabled, all the points inside the specified geometry are given the inside color value and no blending is performed.
inside_tex (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.
outside_separate (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.
outside_solid (boolean) : When this option is enabled, all the points outside the specified geometry are given the outside color value and no blending is performed.
outside_tex (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.
objects (List<Plugin>) : List of nodes to measure distance to.

TexDistanceBetween

Outputs the distance between points specified by two input textures [gpuSupport=(none)]

new TexDistanceBetween()
Properties
point1 (Texture)
point2 (Texture)
transform1 (TextureTransform)
transform2 (TextureTransform)
distance (OutputTextureFloat)

TexDistanceToObject

Outputs the floating point distance between a given object's pivot and the shaded point [gpuSupport=(none)]

new TexDistanceToObject()
Properties
object (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.

TexEdges

Shades the edges of polygons with a different color. A.k.a wireframe rendering [gpuSupport=(partial)]

new TexEdges()
Properties
edges_tex (Texture)
bg_tex (Texture)
show_hidden_edges (boolean)
width_type (int) : 0 : World units, 1 : Pixels
pixel_width (TextureFloat)
world_width (TextureFloat)
show_subtriangles (boolean)
raytraced (boolean) : true to use raytracing to compute the rounded corners and false to use static mesh analysis.
raytraced_consider_same_object_only (boolean) : true to consider only corners on the same object, and false to consider other intersecting objects.
raytraced_mode (int) : Which corners to smooth: 0 - both convex and concave; 1 - convex only; 2 - concave only.

TexExtMaterialID

A texture with per-face material ID list. [gpuSupport=(full)]

new TexExtMaterialID()
Properties
ids_list (List<int>) : A list of per-face material IDs.
voxels_face_basis (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.
packing_mode (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;

TexFalloff

Blends between two textures based on incidence angle or some type of distance [gpuSupport=(partial)]

new TexFalloff()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
color1 (Texture) : First color
color2 (Texture) : Second color
type (int) : Type (0 - towards/away, 1 - perpendicular/parallel, 2 - Fresnel, 3 - shadow/light, 4 - distance blend)
direction_type (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)
node_ref_offset (Vector) : The offset of the referenced object used when Direction type is 'object'
fresnel_ior (float) : IOR for the Fresnel falloff type
dist_extrapolate (boolean) : Extrapolate for the distance blend falloff type
dist_near (float) : Near distance for the distance blend falloff type
dist_far (float) : Far distance for the distance blend falloff type
explicit_dir (Vector) : Direction for the explicit direction type
blend_output (OutputTextureFloat) : The blending amount, based on the parameters
use_blend_input (boolean)
blend_input (TextureFloat) : If specified and use_blend_input is true, the final blending amount will be taken from this texture

TexFloat

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)]

new TexFloat()
Properties
input (TextureFloat) : input

TexFloatComposite

Compose two numbers [gpuSupport=(none)]

new TexFloatComposite()
Properties
float_a (TextureFloat)
float_b (TextureFloat)
operation (int)
factor (TextureFloat)

TexFloatCondition

Output either float A or B depending on condition [gpuSupport=(full)]

new TexFloatCondition()
Properties
float_a (TextureFloat)
float_b (TextureFloat)
condition (TextureFloat)

TexFloatConstant

Yield a constant float value [gpuSupport=(full)]

new TexFloatConstant()
Properties
in_float (TextureFloat)

TexFloatCorrect

Correct a number by specifying gain, offset, gamma correction and clamping [gpuSupport=(none)]

new TexFloatCorrect()
Properties
in_float (TextureFloat)
gain (TextureFloat)
offset (TextureFloat)
gamma (TextureFloat)
clamp (int)
clamp_min (float)
clamp_max (float)

TexFloatLogic

Compare numbers [gpuSupport=(full)]

new TexFloatLogic()
Properties
float_a (TextureFloat)
float_b (TextureFloat)
operation (int)

TexFloatMask

Mask a number [gpuSupport=(none)]

new TexFloatMask()
Properties
in_float (TextureFloat)
mask (TextureFloat)

TexFloatOp

Performs arithmetic operation between the two input textures. Default output operation is defined by 'mode'. Additional output parameters are also provided. [gpuSupport=(partial)]

new TexFloatOp()
Properties
float_a (TextureFloat) : The first number
float_b (TextureFloat) : The second number
product (OutputTextureFloat) : float_a*float_b
ratio (OutputTextureFloat) : float_a/float_b
sum (OutputTextureFloat) : float_a+float_b
difference (OutputTextureFloat) : float_a-float_b
power (OutputTextureFloat) : The first number raised to the power of the second number
sin (OutputTextureFloat) : sin(float_a*float_b)
cos (OutputTextureFloat) : cos(float_a*float_b)
asin (OutputTextureFloat) : asin(float_a*float_b)
acos (OutputTextureFloat) : acos(float_a*float_b)
atan (OutputTextureFloat) : atan(float_a*float_b)
atan2 (OutputTextureFloat) : atan2(float_b, float_a), computes the arctangent of float_b/float_a
min (OutputTextureFloat) : min(float_a, float_b)
max (OutputTextureFloat) : max(float_a, float_b)
abs (OutputTextureFloat) : abs(float_a)
ceil (OutputTextureFloat) : ceil(float_a)
exp (OutputTextureFloat) : exp(float_a)
floor (OutputTextureFloat) : floor(float_a)
log (OutputTextureFloat) : log(float_a)
log10 (OutputTextureFloat) : log10(float_a)
sqrt (OutputTextureFloat) : square root of float_a
fmod (OutputTextureFloat) : fmod(float_a, float_b)
average (OutputTextureFloat) : (float_a+float_b)*0.5
tan (OutputTextureFloat) : tan(float_a)
bias_schlick (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
gain_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
bias_perlin (OutputTextureFloat) : A:=float_a; B:=float_b; A^(log(B)/log(0.5)), computes the Bias(x, y) function as defined by Kenneth Perlin
gain_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
mode (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)

TexFloatPerVertexHairSampler

Deprecated. [gpuSupport=(none)]

new TexFloatPerVertexHairSampler()
Properties
vertex_values (List<float>) : Colors for each vertex the hair. Each values should match a vertex from the hair geometry.

TexFloatToColor

Convert the input scalar texture to a grayscale color (alpha=1). Optionally 'invert' to complementary color. [gpuSupport=(full)]

new TexFloatToColor()
Properties
input (TextureFloat) : The float value
invert (boolean)

TexForestColor

A V-Ray implementation of the ForestColor texture. Randomly chooses from a list of textures for each instance. [gpuSupport=(partial)]

new TexForestColor()
Properties
maps_list (List<Texture>) : maps for shading the forest simulation
probabilities_list (List<float>) : probabilities for the used color maps
default_color (Texture) : The default texture for the forest color plugin
map_id_mode (int) : Mode(0 - Item; 1 - Element
tint_color (Texture) : The tint map
tint_override (int) : Override global tint option for the forest
tint_min (float) : Tint minimum %
tint_max (float) : Tint maximum %
tint_mode (int) : Mode(0 - Gradient; 1 - Texture
tint_map_mode (int) : Mode(0 - Random; 1 - Texture
tint_mix_mode (int) : Mode(0 - Normal; 1 - Color; 2 - Additive; 3 - Average; 4 - Multiply;
tint_variation (float) : Shows how to apply Tint between simulation Items and elements
tint_color_1 (Color) : The first color for tint gradient
tint_color_2 (Color) : The second color for tint gradient
apply_corrections (boolean) : Whether to apply color corrections coming from the forest object
source_geom_map_channel (int) : Map channel index of the source GeomStaticMesh where the information for the Forest Color texture is stored

TexFresnel

Blends between front ('white') and side ('black') textures using the Fresnel effect coefficient as weight, based on index of refraction [gpuSupport=(partial)]

new TexFresnel()
Properties
fresnel_ior (float) : Fresnel ior.
refract_ior (float) : Refraction ior of the underlying surface; this is ignored if the surface has a volume shader (the volume IOR is used).
white_color (Texture) : Refraction (front) color
black_color (Texture) : Reflection (side) color
fresnel_ior_tex (TextureFloat)
refract_ior_tex (TextureFloat)
contribute_to_fresnel_ior_re (boolean) : Flag that allows the texture to contribute to the Fresnel IOR render element.

TexGradient

Linear gradient between three colors with optional added noise [gpuSupport=(partial)]

new TexGradient()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1 (Texture) : First color
color2 (Texture) : Middle color
color3 (Texture) : End color
has_textures (boolean) : This affects bump mapping, following a peculiarity in the 3ds Max implementation
middle (float) : Middle color position
type (int) : Gradient type (0 - linear, 1 - radial)
noise_amount (float) : Noise amount
noise_size (float) : Noise size
noise_type (int) : Noise type (0 - regular, 1 - fractal, 2 - turbulence)
noise_iterations (float) : Noise iterations
noise_phase (float) : Noise phase
noise_low (float) : Noise low threshold
noise_high (float) : Noise high threshold
noise_smooth (float) : Threshold smoothing

TexGradRamp

V-Ray implementation of the gradient ramp texture in 3dsMax [gpuSupport=(partial)]

new TexGradRamp()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
positions (List<float>) : positions of the given colors
colors (List<Texture>) : the given colors
texture_map (Texture) : the texture used for mapped gradient ramp
gradient_type (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
interpolation (List<int>) : 0:none, 1:linear, 2:expUp, 3:expDown, 4:smooth, 5:bump, 6:spike
noise_amount (float) : Distortion noise amount
noise_type (int) : 0:regular, 1:fractal, 2:turbulence
noise_size (float) : default = 1.0
noise_phase (float) : default = 0.0
noise_levels (float) : default = 4.0
noise_treshold_low (float) : default = 0.0f
noise_treshold_high (float) : default = 1.0f
noise_smooth (float) : default = 0.0f
gradient_position (TextureFloat) : When 'gradient_type' is 'position' this will specify the position of color in gradient to return

TexGranite

V-Ray implementation of the procedural granite texture in Maya [gpuSupport=(bake)]

new TexGranite()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
wrap (boolean) : If true UVWs outside [ -1;1 ] will wrap back to the valid range.
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1_tex (Texture)
color2_tex (Texture)
color3_tex (Texture)
filler_color_tex (Texture)
cell_size (TextureFloat)
density (TextureFloat)
mix_ratio (TextureFloat)
spottyness (TextureFloat)
randomness (TextureFloat)
threshold (TextureFloat)
creases (boolean)

TexGrid

V-Ray implementation of the grid procedural texture in Maya [gpuSupport=(bake)]

new TexGrid()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
line_color (Texture)
fill_color (Texture)
u_width (TextureFloat) : U Width
v_width (TextureFloat) : V Width

TexHairRootSampler

Deprecated. [gpuSupport=(none)]

new TexHairRootSampler()
Properties
root_values (List<Color>) : The colors at the root of each hair strand.

TexHairSampler

Outputs several parameters when shading hair [gpuSupport=(partial)]

new TexHairSampler()
Properties
distance_along_strand (OutputTextureFloat) : Distance along the hair strand where the intersection occurred, in the [ 0,1 ] range.
distance_along_strand_absolute (OutputTextureFloat) : Distance along the hair strand where the intersection occurred, in scene units, normalized to an absolute distance value.
position_across_strand (OutputTextureFloat) : The relative position of the intersection across the hair strand width, in [ 0 1 ] range.
hair_color (OutputTexture) : Color from hair primitive (if present)
hair_incandescence (OutputTexture) : Incandescence from hair primitive (if present)
hair_transparency (OutputTexture) : Transparency from hair primitive (if present)
random_by_strand (OutputTextureFloat) : Random by the hair strand where the intersection occurred, in the [ 0,1 ] range.
hair_max_distance (TextureFloat) : The maximum distance of strands, when using "distance_along_strand_absolute" (denominator).

TexHSVToRGB

Converts the input texture from HSV to RGB color space [gpuSupport=(full)]

new TexHSVToRGB()
Properties
inHsv (Texture)
color (OutputTexture)

TexICC

Applies ICC profile color correction to a base texture [gpuSupport=(none)]

new TexICC()
Properties
basemap (Texture)
file (String)
render_intent (int)
blackpoint (boolean)

TexIDIntegerMap

Integer texture that maps IDs from an input texture to other integer values [gpuSupport=(none)]

new TexIDIntegerMap()
Properties
id_tex (TextureInt) : This texture will suply the IDs
ids (List<int>) : List of ids
values (List<int>) : List of values for each id in "ids"
default (int) : Default value. Returned when no matching id is found.
nsamples (int) : The number of samples of the underlying geometry plugin. If not supplied, global nsamples will be used

TexInt

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)]

new TexInt()
Properties
input (TextureInt) : input

TexInterpLinear

Deprecated. [gpuSupport=(none)]

new TexInterpLinear()
Properties
input (TextureFloat) : scalar value to be remapped
oldrange_min (TextureFloat) : start of the current range of values
oldrange_max (TextureFloat) : end of the current range of values
newrange_min (TextureFloat) : start of the new range of values
newrange_max (TextureFloat) : end of the new range of values

TexIntToFloat

Converts the integer input texture to a float texture output [gpuSupport=(full)]

new TexIntToFloat()
Properties
input (TextureInt) : The integer value

TexInvert

Outputs the inverted (complementary) color of the input texture. Alpha inversion is optional. [gpuSupport=(full)]

new TexInvert()
Properties
texture (Texture) : The texture to be inverted
invert_alpha (boolean)
color (OutputTexture) : The inverted texture color

TexInvertFloat

Outputs the inverted (complement of 1.0) result of a float input texture [gpuSupport=(full)]

new TexInvertFloat()
Properties
texture (TextureFloat) : The texture to be inverted

TexLayered

Blends multiple textures together using one of the many available modes. No weights are provided. [gpuSupport=(partial)]

new TexLayered()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
textures (List<Texture>)
blend_modes (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
alpha (TextureFloat)

TexLayeredMax

Blends multiple textures together using one of the many available modes. Provides masks, opacities and more blend modes than TexLayered. [gpuSupport=(partial)]

new TexLayeredMax()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
textures (List<Texture>)
masks (List<Texture>)
blend_modes (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
opacities (List<float>) : The opacity of each texture
allow_negative_colors (boolean) : if false negative colors will be clamped
alpha (TextureFloat)

TexLayeredNuke

Variation of TexLayered used in V-Ray for Nuke. Adds masking and opacity parameters for each texture. [gpuSupport=(partial)]

new TexLayeredNuke()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
textures (List<Texture>)
masks (List<Texture>)
blend_modes (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
opacities (List<float>) : The opacity of each texture

TexLeather

V-Ray implementation of the leather procedural texture from Maya [gpuSupport=(bake)]

new TexLeather()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
wrap (boolean) : If true UVWs outside [ -1;1 ] will wrap back to the valid range.
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
cell_color_tex (Texture)
crease_color_tex (Texture)
cell_color (Color)
crease_color (Color)
cell_color_tex_mult (float)
crease_color_tex_mult (float)
size (TextureFloat)
density (TextureFloat)
spottyness (TextureFloat)
randomness (TextureFloat)
threshold (TextureFloat)
creases (boolean)

TexLuminance

Wraps a color texture and outputs its luminance [gpuSupport=(full)]

new TexLuminance()
Properties
input (Texture)
luminance (OutputTextureFloat)

TexLut

Applies a lookup table (.cube file) color correction to a base texture [gpuSupport=(none)]

new TexLut()
Properties
basemap (Texture)
file (String)
use_logspace (int)

TexMarble

V-Ray implementation of the marble procedural texture in Maya [gpuSupport=(bake)]

new TexMarble()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
wrap (boolean) : If true UVWs outside [ -1;1 ] will wrap back to the valid range.
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
filler_color_tex (Texture)
vein_color_tex (Texture)
vein_width (TextureFloat)
diffusion (TextureFloat)
contrast (TextureFloat)
amplitude (TextureFloat)
ratio (TextureFloat)
ripples (Texture)
depth_min (TextureFloat)
depth_max (TextureFloat)

TexMarbleMax

V-Ray implementation of the 3dsMax marble procedural texture [gpuSupport=(bake)]

new TexMarbleMax()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1 (Texture) : First color
color2 (Texture) : Second color
size (float) : Size
vein_width (float) : Vein width

TexMaskMax

Multiplies the base texture color by the mask value (intensity) [gpuSupport=(full)]

new TexMaskMax()
Properties
texture (Texture) : The base texture
mask (Texture) : The mask texture
invert_mask (boolean) : true to invert the mask

TexMaxGamma

Applies gamma to the input texture. Gamma is not textured unlike MayaGamma. Doable with TexAColorOp::power. [gpuSupport=(full)]

new TexMaxGamma()
Properties
input (Texture) : The input texture
multiplier (float) : The texture multiplier. Applied before gamma/color_space
color_space (int) : The color space (0 - linear; 1 - inverse gamma; 2 - sRGB)
gamma (float) : The gamma value of the texture

TexMaxHairInfo

Outputs a parameter taken from the hair geometry being shaded. Similar to TexHairSampler, but only provides one output. [gpuSupport=(full)]

new TexMaxHairInfo()
Properties
output (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
seed_offset (int) : Seed offset
color_a (Texture) : Color A
color_b (Texture) : Color B
bias (TextureFloat) : Bias
max_distance (TextureFloat) : Max distance

TexMaxPointCloudColor

V-Ray implementation of the VRayPointCloudColor texture for 3dsMax [gpuSupport=(none)]

new TexMaxPointCloudColor()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity

TexMayaCloth

V-Ray implementation of the cloth procedural texture in Maya [gpuSupport=(bake)]

new TexMayaCloth()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
gap_color (Texture)
u_color (Texture)
v_color (Texture)
u_width (TextureFloat)
v_width (TextureFloat)
u_wave (TextureFloat)
v_wave (TextureFloat)
randomness (TextureFloat)
width_spread (TextureFloat)
bright_spread (TextureFloat)
maya_legacy (int) : Render in Maya legacy look, 0 - Non-legacy accurate look, 1 - Legacy look

TexMayaContrast

Applies contrast correction to the input texture [gpuSupport=(full)]

new TexMayaContrast()
Properties
value (Texture)
contrast (Texture)
bias (Texture)

TexMayaConversion

Multiplies a scalar texture with a scalar factor. Doable with TexAColorOp. [gpuSupport=(none)]

new TexMayaConversion()
Properties
input (TextureFloat)
conversion_factor (float)
output (OutputTextureFloat)

TexMayaFluid

3D texture taking values from a 3D or 2D grid (array) [gpuSupport=(none)]

new TexMayaFluid()
Properties
size_x (int) : The number of voxels in the x dimension.
size_y (int) : The number of voxels in the y dimension.
size_z (int) : The number of voxels in the z dimension.
values (List<float>) : The float grid data, an index into this is computed as follows : idx = size_x size_y zidx + size_x*yidx + xidx
color_values (List<Color>) : The color grid data, an index into this is computed as follows : idx = size_x size_y zidx + size_x*yidx + xidx
interpolation_type (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
velocity (Plugin) : Velocity texture for the first frame. Used to calculate the motion blur.
dynamic_offset_x (float) : The x dynamic offset of the fluid container.
dynamic_offset_y (float) : The y dynamic offset of the fluid container.
dynamic_offset_z (float) : The z dynamic offset of the fluid container.
cell_size (List<float>) : Cell size in the 3 axis
mb_type (int) : Motion blur type, 0-Disabled, 1-Blend, 2-Velocity, 3-Velocity+Blend
frame_duration (float) : The frame duration in sec.
cache_frame (float) : Converts the current frame number to cache frame number.

TexMayaFluidCombined

Combines two TexMayaFluid{*} textures [gpuSupport=(none)]

new TexMayaFluidCombined()
Properties
tex1 (Plugin) : The first texture. Should support the EXT_MAYA_FLUID_TEXTURE interface.
tex2 (Plugin) : The second texture. Should support the EXT_MAYA_FLUID_TEXTURE interface.

TexMayaFluidProcedural

Similar to TexMayaFluid but generates its values procedurally. [gpuSupport=(none)]

new TexMayaFluidProcedural()
Properties
type (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;
edge_fade_out (float) : Since the cube drop-off shape is computed a little differently, we need this here for this particular case.

TexMayaFluidTransformed

Transforms a base texture of TexMayaFluid{*} type [gpuSupport=(none)]

new TexMayaFluidTransformed()
Properties
object_to_world (Transform) : The transformation from object(texture) space to world space.
object_to_world_autosize (Transform) : The transformation from object(texture) space to world space excluding the dynamic offset from auto-resize.
fluid_tex (Plugin) : The base texture. Should support the EXT_MAYA_FLUID_TEXTURE interface.
fluid_value_scale (float) : Multiplier for the value taken from fluid_tex.
noise_tex_on (boolean) : Is the built-in noise enabled ?
noise_tex (Texture) : The fluid's built-in noise.
noise_gain (TextureFloat) : Tells how much of the noise should be blended with the grid/gradient values.
noise_size (List<float>) : The size of the fluid container used for noise calculation. In Maya it's the real size scaled by 0.2
dynamic_offset_x (float) : The x dynamic offset of the fluid container.
dynamic_offset_y (float) : The y dynamic offset of the fluid container.
dynamic_offset_z (float) : The z dynamic offset of the fluid container.

TexMayaHairColor

Outputs base color when shading hair geometry [gpuSupport=(none)]

new TexMayaHairColor()

TexMayaHairIncandescence

Outputs incandescence when shading hair geometry [gpuSupport=(none)]

new TexMayaHairIncandescence()

TexMayaHairTransparency

Outputs the transparency when shading hair geometry. [gpuSupport=(none)]

new TexMayaHairTransparency()

TexMayaLeather

V-Ray implementation of the Leather procedural texture in Maya [gpuSupport=(bake)]

new TexMayaLeather()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
wrap (boolean) : If true UVWs outside [ -1;1 ] will wrap back to the valid range.
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
cell_color_tex (Texture)
crease_color_tex (Texture)
cell_color (Color)
crease_color (Color)
cell_color_tex_mult (float)
crease_color_tex_mult (float)
size (TextureFloat)
density (TextureFloat)
spottyness (TextureFloat)
randomness (TextureFloat)
threshold (TextureFloat)
creases (boolean)
maya_legacy (int) : Render in Maya legacy look, 0 - Non-legacy accurate look, 1 - Legacy look

TexMayaMountain

V-Ray implementation of the mountain procedural texture in Maya [gpuSupport=(none)]

new TexMayaMountain()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
wrap (boolean) : If true UVWs outside [ -1;1 ] will wrap back to the valid range.
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
rock_color_tex (Texture) : rockColor
snow_color_tex (Texture) : snowColor
amplitude1 (float) : amplitude
snow_roughness (float) : snow roughness
rock_roughness (float) : rock roughness
boundary1 (float) : boundary
snow_altitude (float) : snow Altitude
snow_dropoff (float) : snow Dropoff
snow_slope (float) : snow Slope
depth_max (float) : depth Max

TexMayaSolidFractal

V-Ray implementation of the solid fractal procedural texture in Maya [gpuSupport=(bake)]

new TexMayaSolidFractal()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
wrap (boolean) : If true UVWs outside [ -1;1 ] will wrap back to the valid range.
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
threshold1 (float)
amplitude1 (float)
ratio1 (float)
frequency_ratio (float)
ripples1 (Texture)
depth1 (Texture)
bias1 (float)
inflection1 (boolean)
animated1 (boolean)
time1 (float)
time_ratio (float)

TexMayaStucco

V-Ray implementation of the stucco procedural texture in Maya [gpuSupport=(bake)]

new TexMayaStucco()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
wrap (boolean) : If true UVWs outside [ -1;1 ] will wrap back to the valid range.
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
shaker1 (float)
channel1_tex (Texture)
channel2_tex (Texture)
noise_type (int)

TexMeshVertexColor

Shades with the provided per-vertex colors (linearly interpolated) [gpuSupport=(none)]

new TexMeshVertexColor()
Properties
colors (List<Color>)
alphas (List<float>)
faces (List<int>)

TexMeshVertexColorChannel

Shades with the UVW coordinates of the vertices used as per-vertex colors (linearly interpolated) [gpuSupport=(none)]

new TexMeshVertexColorChannel()
Properties
channelIndex (int)
channel_name (String) : Name of the channel to use (it will match one of the channels in GeomStaticMesh::map_channels_names)
default_color (Texture)

TexMeshVertexColorWithDefault

Wraps TexMeshVertexColor and adds a default color where no color is available [gpuSupport=(none)]

new TexMeshVertexColorWithDefault()
Properties
vertex_color (Texture)
default_color (Texture)

TexMix

Linearly blends between two textures using the intensity of mix_map (mix_amount if no texture provided) [gpuSupport=(partial)]

new TexMix()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
color1 (Texture) : First color
color2 (Texture) : Second color
mix_map (Texture) : Mix amount texture
mix_amount (float) : Mix amount
transition_upper (float) : Transition zone - upper
transition_lower (float) : Transition zone - lower
use_curve (int) : If true the blend curve is used

TexModoBlendLayersColor

Blends between two textures with lots of possible blend modes [gpuSupport=(full)]

new TexModoBlendLayersColor()
Properties
opacity (float) : The opacity for the foreground layer.
mask (TextureFloat) : Opacity mask for the foreground layer. This is multiplied by the opacity parameter but can be a texture.
blend_mode (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
background (Texture)
foreground (Texture)

TexModoBlendLayersScalar

Blends between two float textures with lots of possible blend modes [gpuSupport=(full)]

new TexModoBlendLayersScalar()
Properties
opacity (float) : The opacity for the foreground layer.
mask (TextureFloat) : Opacity mask for the foreground layer. This is multiplied by the opacity parameter but can be a texture.
blend_mode (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
background (TextureFloat)
foreground (TextureFloat)
foreground_color (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.

TexModoChanModColorCorrect

Implements the Channel Modifier Color Correct texture from Modo [gpuSupport=(none)]

new TexModoChanModColorCorrect()
Properties
input_color (Texture) : The input color
invert (boolean)
hue (TextureFloat) : The hue adjustment. This is in degrees.
saturation (TextureFloat) : The saturation adjustment.
value (TextureFloat) : The value adjustment.
color_balance (Texture) : The color balance adjustment.
curve (Plugin) : The curve adjustment - must support the EXT_REMAP_FLOAT_TO_FLOAT interface.

TexModoChanModLogic

Implements the Channel Modifier Logic texture from Modo. Similar to TexCondition. [gpuSupport=(none)]

new TexModoChanModLogic()
Properties
op (int)
option_true (int) : Determines what value to return when the result of the operation is 'true'
option_false (int) : Determines what value to return when the result of the operation is 'false'
input1 (TextureFloat)
input2 (TextureFloat)
value_true (TextureFloat)
value_false (TextureFloat)
result (OutputTextureFloat) : The result of the logical operation as a float, either 0.0 or 1.0

TexModoDiffuseRoughness

Converts Modo's diffuse roughness to V-Ray's diffuse roughness [gpuSupport=(none)]

new TexModoDiffuseRoughness()
Properties
modo_diffuse_roughness (TextureFloat)

TexModoEnvironmentColor

Texture for environment mapping with gradient [gpuSupport=(bake)]

new TexModoEnvironmentColor()
Properties
type (int) : 0 : Constant, 1 : 2 Color Gradient, 2 : 4 Color Gradient, 3 : CIE Overcast Sky, 4 : Physically-based Daylight
zenith_color (Color)
sky_color (Color)
ground_color (Color)
nadir_color (Color)
sky_exponent (float)
ground_exponent (float)
sky_tex (Texture) : Used when type is 4 (physically-based daylight). Should point to a texture plug-in of type TexSky.
sky_clamp_brightness (boolean) : True to clamp the physical sky brightness.

TexModoExtractAlpha

Outputs only the alpha of the input texture [gpuSupport=(none)]

new TexModoExtractAlpha()
Properties
texture (Texture)

TexModoExtractColor

Pre-multiplies base texture's alpha into the output color and fixes output alpha to 1 [gpuSupport=(none)]

new TexModoExtractColor()
Properties
texture (Texture)

TexModoFresnelSchlick

A float texture that implements the Schlick approximation to the Fresnel equations. Outputs reflectivity at the point being shaded. [gpuSupport=(none)]

new TexModoFresnelSchlick()
Properties
reflectivity_at_normal (TextureFloat) : Amount of reflection when the viewing and normal vectors are the same.
fresnel_power (TextureFloat) : How much the Schlick fresnel approximation affects the result. At 0.0, reflectivity_at_normal will be returned for all viewing directions.
use_ior (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.
ior (float) : Used to compute the reflectivity when use_ior is enabled.

TexModoInvert

Same as TexInvert but the invert operation can be animated [gpuSupport=(none)]

new TexModoInvert()
Properties
texture (Texture) : The texture to be inverted.
invert (boolean) : Parameter that enables the inverting to be animated.

TexModoInvertChannels

Similar to TexInvert but every color channel can be switched between inverted/uninverted [gpuSupport=(none)]

new TexModoInvertChannels()
Properties
texture (Texture)
invert_red (boolean)
invert_green (boolean)
invert_blue (boolean)

TexModoInvertFloat

Same as TexInvertFloat but the invert operation can be animated [gpuSupport=(none)]

new TexModoInvertFloat()
Properties
texture (TextureFloat) : The texture to be inverted.
invert (boolean) : Parameter that enables the inverting to be animated.

TexModoLowHigh

Remaps texture values from (0, 1) to (low, high). Alpha is unaffacted. [gpuSupport=(full)]

new TexModoLowHigh()
Properties
texture (Texture) : The texture to be remapped. The texture's alpha is unaffected by the remapping.
low (float) : The new value for texture samples equal to 0.
high (float) : The new value for texture samples equal to 1.
brightness (float) : A simple brightness adjustment.
contrast (float) : A simple contrast adjustment.
clamp (boolean) : True to clamp the result.

TexModoMaxColorComponent

Chooses the maximum component of 2 input textures and outputs it as grayscale color [gpuSupport=(none)]

new TexModoMaxColorComponent()
Properties
color1 (Texture)
color2 (Texture)

TexModoOpacityToVRayWeight

Converts a scalar value to a 3-channel color weight for use in BRDFLayered [gpuSupport=(full)]

new TexModoOpacityToVRayWeight()
Properties
opacity (float)
layer_mask (TextureFloat)

TexModoProcess

Applies bias, gain, hue/saturation/value corrections to a base texture [gpuSupport=(full)]

new TexModoProcess()
Properties
base_texture (Texture)
bias (float)
gain (float)
hue (float)
hueShift (float)
sat (float)
val (float)

TexModoProcessFloat

Applies bias, gain, value corrections to a base scalar texture [gpuSupport=(full)]

new TexModoProcessFloat()
Properties
base_texture (TextureFloat)
bias (float)
gain (float)
val (float)

TexModoRayType

Implements the Shader Inputs Ray Type texture from Modo. Has more parameters than TexRaySwitch and outputs float. [gpuSupport=(none)]

new TexModoRayType()
Properties
cameraRay (OutputTextureFloat)
shadowRay (OutputTextureFloat)
reflectRay (OutputTextureFloat)
refractRay (OutputTextureFloat)
indirectRay (OutputTextureFloat)
causticRay (OutputTextureFloat)
bounceCount (OutputTextureFloat)

TexModoReflectionRoughness

Converts Modo's reflection roughness to V-Ray's glossiness [gpuSupport=(none)]

new TexModoReflectionRoughness()
Properties
blurry_reflections (boolean)
modo_reflection_roughness (TextureFloat)

TexModoRefractionRoughness

Converts Modo's refraction roughness to V-Ray's refraction glossiness [gpuSupport=(none)]

new TexModoRefractionRoughness()
Properties
modo_refraction_roughness (TextureFloat)

TexModoSampler

Alternative to TexSampler (with different outputs) used in V-Ray for Modo [gpuSupport=(partial)]

new TexModoSampler()
Properties
locatorTransform (Transform) : Locator transformation.
uvwgen (Plugin)
cameraDistance (OutputTextureFloat)
distance (OutputTextureFloat)
objDistance (OutputTextureFloat)
screenR (OutputTextureFloat)
screenX (OutputTextureFloat)
screenY (OutputTextureFloat)
textureU (OutputTextureFloat)
textureV (OutputTextureFloat)
distanceX (OutputTextureFloat)
objDistanceX (OutputTextureFloat)
distanceY (OutputTextureFloat)
objDistanceY (OutputTextureFloat)
distanceZ (OutputTextureFloat)
objDistanceZ (OutputTextureFloat)
backFacing (OutputTextureFloat)
incidenceNobump (OutputTextureFloat)
incidenceAngle (OutputTextureFloat)
locatorIncAngle (OutputTextureFloat)
slope (OutputTextureFloat)
slopeUndisplaced (OutputTextureFloat)
surfaceID (OutputTextureFloat)
thickness (OutputTextureFloat)
envAltitude (OutputTextureFloat)
particle (OutputTextureFloat)
meshPart (OutputTextureFloat)

TexModoSpecularRoughness

Converts Modo's specular roughness to V-Ray's glossiness [gpuSupport=(none)]

new TexModoSpecularRoughness()
Properties
modo_specular_roughness (TextureFloat)

TexModoStencil

Applies a stencil over a base texture [gpuSupport=(none)]

new TexModoStencil()
Properties
base_tex (TextureFloat) : The base texture.
stencil_tex (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.
stenciled_value (float) : The result where stencil_tex is >= 0.5 .

TexModoSwizzle

Outputs one of the input's color channels into all three RGB channels [gpuSupport=(full)]

new TexModoSwizzle()
Properties
texture (Texture) : The texture to be swizzled.
mode (int) : The swizzling mode. 0 - (RRR1), 1 - (GGG1), 2 - (BBB1), 3 - (AAA1)

TexModoUVResetAndFalloff

Modo-specific texture wrapper. Makes the texture transparent outside the (0;1) UV space. [gpuSupport=(none)]

new TexModoUVResetAndFalloff()
Properties
texture (Texture)
uvwgen (Plugin) : This must be the same uvw generator used by 'texture'.
reset_u (boolean)
reset_v (boolean)

TexMotionOcclusion

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)]

new TexMotionOcclusion()
Properties
type (int) : Determines what to output as default texture: 0 - backward occlusion, 1 - forward occlusion
backward_occlusion (OutputTexture) : The screen position and occlusion of the shaded point at the start of the motion blur interval.
forward_occlusion (OutputTexture) : The screen position and occlusion of the shaded point at the end of the motion blur interval.
near_threshold (float) : Occlusion hits closer than this distance will be ignored for backward and forward motion occlusion
far_threshold (float) : Occlusion hits farther than this distance will be fully considered for backward and forward motion occlusion

TexMtlxSignature

null

new TexMtlxSignature()
Properties
input (Plugin)
signature (int)

TexMulti

Uses a texture from the provided list based on face material ID or object ID or randomized etc. -- see mode parameter [gpuSupport=(full)]

new TexMulti()
Properties
ids_list (List<int>) : A list of material/object IDs
mode (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.
id_gen_tex (TextureFloat) : Used when mode is "Use ID Generator texture"(30). Supports Integer textures as input.
id_gen_tex_round_mode (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.
interpolate (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.
loop_textures (int) : Whether IDs outside of the ID list range will be wrapped inside the range (using modulo of the ID count)
seed (int) : The seed used for the random number generation in random modes
hue_variation (float) : Hue random variation
saturation_variation (float) : Saturation random variation
gamma_variation (float) : Gamma random variation
random_mode (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)
random_user_attr_name (String) : User attribute that serves to override input in user-id mode
random_user_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.)
textures_list (List<Texture>) : A list of the sub-textures.
default_texture (Texture) : The default texture color

TexMultiFloat

Uses a float texture from the provided list based on face material ID or object ID or randomized etc. -- see mode parameter [gpuSupport=(none)]

new TexMultiFloat()
Properties
ids_list (List<int>) : A list of material/object IDs
mode (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.
id_gen_tex (TextureFloat) : Used when mode is "Use ID Generator texture"(30). Supports Integer textures as input.
id_gen_tex_round_mode (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.
interpolate (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.
loop_textures (int) : Whether IDs outside of the ID list range will be wrapped inside the range (using modulo of the ID count)
seed (int) : The seed used for the random number generation in random modes
hue_variation (float) : Hue random variation
saturation_variation (float) : Saturation random variation
gamma_variation (float) : Gamma random variation
random_mode (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)
random_user_attr_name (String) : User attribute that serves to override input in user-id mode
random_user_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.)
textures_list (List<TextureFloat>) : A list of the sub-float-textures.
default_texture (TextureFloat) : The default float texture color

TexMultiProjection

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)]

new TexMultiProjection()
Properties
color_textures (List<Texture>) : The spherical projection textures; must be using a UVWGenProjection
zdepth_offset (float) : An offset for the zdepth value to avoid numeric errors
zdepth_textures (List<Texture>) : The z-depth projection textures

TexMultiX

Uses a randomly chosen (seeded by material or object ID) texture from the provided list [gpuSupport=(full)]

new TexMultiX()
Properties
textures_list (List<Texture>) : A list of the sub-textures.
probs_list (List<int>) : A list of probabilities for the sub-textures.
rnd_by (int) : Type of randomization
rnd_seed (int) : Seed for the randomization
use_color (int) : Whether to use textures list or the flat color
all_gamma (float) : Inverse of gamma, applied in all points
all_hue (float) : Hue applied in all points
all_sat (float) : Saturation applied in all points
rnd_gamma (float) : Inverse of gamma, applied randomly
rnd_hue (float) : Hue, applied randomly
rnd_sat (float) : Saturation, applied randomly
occ_gamma (float) : Inverse of gamma, applied randomly
occ_hue (float) : Hue, applied randomly
occ_sat (float) : Saturation, applied randomly
def_color (Color) : Color used for variations instead of textures

TexNoise

V-Ray procedural noise texture [gpuSupport=(partial)]

new TexNoise()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
wrap (boolean) : If true UVWs outside [ -1;1 ] will wrap back to the valid range.
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
persistence (float) : amplitude(i+1) = amplitude(i) / persistence
amplitude_ratio (float) : amplitude(i+1) = amplitude(i) * amplitude_ratio
frequency_ratio (float) : frequency(i+1) = frequency(i) * frequency_ratio
frequency1 (float) : The starting frequency
amplitude1 (float) : The starting amplitude
octaves (int)
noiseType (int) : 0: just noise(), 1: Perlin noise, 2: inflected Perlin noise, 3: marble (with Perlin)
frequency_mult (float)
amplitude_mult (float)
inflection (int) : 1: inflected, 0: not inflected
color1 (Color)
color2 (Color)
color1_tex (Texture)
color2_tex (Texture)
color1_tex_mult (float)
color2_tex_mult (float)
clamp (boolean)
dimensions (int) : Two or Three dimensional noise
time (float) : The time of the noise, this will act as a third or fourth dimension to the noise generating function
threshold (TextureFloat) : Value added to the noise function, noise function values above 1.0 are clamped.
scale (Texture) : Scale for the noise UVW coordinates.
origin (Texture) : Translation for the noise UVW coordinates.
implode (TextureFloat) : Amount of implode performed on the UVW coordinates.
implode_center (Texture) : The center of the implode effect

TexNoiseMax

V-Ray implementation of the 3dsMax procedural noise texture [gpuSupport=(partial)]

new TexNoiseMax()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1 (Texture) : First color
color2 (Texture) : Second color
size (TextureFloat) : Size
phase (TextureFloat) : Phase
iterations (TextureFloat) : Number of iterations for the fractal generator
low (TextureFloat) : Low threshold
high (TextureFloat) : High threshold
type (int) : Type (0 - regular, 1 - fractal, 2 - turbulence)

TexNoiseMaya

V-Ray implementation of the Maya procedural noise texture [gpuSupport=(partial)]

new TexNoiseMaya()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
wrap (boolean) : If true UVWs outside [ -1;1 ] will wrap back to the valid range.
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1 (Color) : First color
color2 (Color) : Second color
color1_tex (Texture) : Texture for the first color
color2_tex (Texture) : Texture for the second color
color1_tex_mult (float) : Texture multiplier for the first color
color2_tex_mult (float) : Texture multiplier for the second color
dimensions (int) : Two or Three dimensional noise
amplitude (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.
ratio (TextureFloat) : Controls the frequency of the fractal noise. Increase this value to increase the fineness of detail in the fractal.
threshold (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.
depth_max (int) : Controls how much calculation is done by the Noise texture
frequency (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.
frequency_ratio (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.
inflection (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
time (float) : Animate the Noise texture. Control the rate and amount of change of the texture.
noise_type (int) : 0 - Perlin Noise; 1 - Billow; 2 - Wave; 3 - Wispy. Determines which noise to use during the fractal iteration.
density (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.
spottyness (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.
size_rand (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.
randomness (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.
falloff (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.
num_waves (int) : Determines how many waves to generate for the Wave noise type. The larger this number the more random looking and slower the texture.
implode (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.
implode_center (Texture) : Implode center in UVW coordinates.
scale (Texture) : Scale for the noise UVW coordinates.
origin (Texture) : Translation for the noise UVW coordinates.

TexNormalBump

Texture that computes normals to be used as explicit normal maps [gpuSupport=(none)]

new TexNormalBump()
Properties
bump_tex_color (Texture) : Bump texture
bump_tex_float (TextureFloat) : Bump texture
bump_tex_mult (float) : Bump amount
bump_tex_mult_tex (TextureFloat) : Bump amount texture
map_type (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)
normal_uvwgen (Plugin) : The uvw generator for the normal map texture when map_type is 1.
normal_uvwgen_auto (boolean) : The uvw generator using TextureParametersInterface if "normal_uvwgen" is not set.
maya_compatible (boolean) : When this is true the TexNormalBump will try to match the Maya bump/normal mapping
bump_delta_scale (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.
normal_map_mult (float) : Multiplier applied to the normal map
additional_bump (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).
bump_map_mult (float) : Multiplier applied to the additional bump map
additional_bump_type (int) : Type for the additional bump map
units (int) : The units for the bump amount (0 - default scene units; 1 - cm). Only valid if the mode is 0 ("bump map")
blue2Z_mapping_method (int) : Mapping method of the B->Z. 0 : B [ 0, 1 ] -> Z [ 0, 1 ] . 1 (default) : B [ 0, 1 ] -> Z [ -1, 1 ]
normal_map_rotation_angle (float) : Angle in degrees for clockwise rotation of the normal map. Only valid if map_type is 1 ("normal map in tangent space")

TexNormalMapFlip

Used to invert the X or Y value of a normal map or to swap the two -- for converting between vector spaces [gpuSupport=(partial)]

new TexNormalMapFlip()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
texmap (Texture) : The texture
flip_red (boolean) : true to flip the texture red channel
flip_green (boolean) : true to flip the texture green channel
swap_redgreen (boolean) : true to swap the red and green channels

TexOceanSpectra

Texture for sampling Houdini Ocean Spectra volumes [gpuSupport=(none)]

new TexOceanSpectra()
Properties
spectra_file (String) : Path to the ocean spectra file
mask_file (String) : Path to a VDB volume mask that will override the masks in the spectra file.
sampler_type (int) : Sampler type to be used for interpolation of displace values
downsample (int) : Downsample exponent by which the input ocean spectra will be divided
min_wave_height (float) : Minimum height of the waves, used to properly color the surface
max_wave_height (float) : Maximum height of the waves, used to properly color the surface
uvwgen (Plugin) : The uvw generator for the texture
out_displace (OutputTexture) : Displacement
out_cusp (OutputTextureFloat) : Cusp value

TexOCIO

Applies OpenColorIO color correction to a base texture [gpuSupport=(bake)]

new TexOCIO()
Properties
basemap (Texture)
mode (int) : Operation mode (0 - ColorSpace, 1 - CDL Transform, 2 - File Transform, 3 - LogConvert, 4 - Display, 5 - Look)
config_file (String) : OCIO configuration file (*.ocio)
ocio_stored_env (String) : stored OCIO environment config for slave renders (*.ocio)
config_src (int) : Config source: 0 - auto (env, stored env for slaves, file, internal), 1 - environment, 2 - file, 3 - internal
colorspace_in (String) : ColorSpace: input colorspace/role
colorspace_out (String) : ColorSpace: output colorspace/role
cdl_slope (Color) : CDLTransform: slope
cdl_offset (Color) : CDLTransform: offset
cdl_power (Color) : CDLTransform: power
cdl_saturation (float) : CDLTransform: saturation
cdl_direction (int) : CDLTransform: direction (0 - forward, 1 - inverse)
cdl_use_file (boolean) : CDLTransform: true - get slope, offset, power and saturation from the specified file
cdl_file (String) : CDLTransform: file (.cc or .ccc)
cdl_cccid (String) : CDLTransform: cccid (if needed)
filetr_file (String) : FileTransform: color correction file
filetr_cccid (String) : FileTransform: cccid (if needed)
filetr_direction (int) : FileTransform: direction (0 - forward, 1 - inverse)
filetr_interpolation (int) : FileTransform: interpolation (0 - nearest, 1 - linear, 2 - tetrahedral, 3 - best)
logconvert_operation (int) : LogConvert: operation (0 - log to lin, 1 - lin to log)
disp_input_colorspace (String) : Display: input colorspace/role
disp_display_device (String) : Display: device
disp_view_transform (String) : Display: view transform
look_input_colorspace (String) : Look: input colorspace/role
look_looks (String) : Look: looks
look_output_colorspace (String) : Look: output colorspace/role
look_direction (int) : Look: direction (0 - forward, 1 - inverse)
look_ignore_errors (int) : Look: ignore errors
context_keys (List<String>) : List of context key names
context_values (List<String>) : List of context values
inout_type (int) : This parameter is currently ignored. Input/Output type: 0 - use colorspaces, 1 - use roles

TexOpenVDB

null

new TexOpenVDB()
Properties
file (String) : The path to the OpenVDB file
stream (List<int>) : If "file" is missing, read the vdb data from a memory stream.
render_grid (String) : The name of the OpenVDB grid to render.
velocity_grid (String) : The name of the OpenVDB velocity grid to use for motion blur.
delay_load (boolean) : If true, delay load the OpenVDB voxels until requested.
interpolation (int) : The grid interpolation sampler (0:linear, 1:quadratic: 2:none).
uvwgen (Plugin) : The uvw generator for the texture
use_3d_mapping (boolean) : whther to ignore the uvw generator and use world mapping.
float_mult (float) : Texture multiplier for float data.
vector_mult (AColor) : Texture multiplier for vector data.

TexOSL

Texture using a description from an .osl/.oso shader definition file [gpuSupport=(bake)]

new TexOSL()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
shader_file (String) : Path to either .osl or .oso file
input_parameters (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.
output_color (String) : Name of the color output parameter as declared in the OSL shader
output_alpha (String) : Name of the alpha output parameter as declared in the OSL shader
include_path (String) : Alternative include directory
shader_type (int) : 0 - load an external shader file, 1 - load an embedded OSL shader, 2 - load an embedded OSO shader
inline_shader (String) : OSL or OSO source code in Base64 representation.
graph_owner (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.
flip_textures (int) : 0 - do not flip textures, 1 - flip textures along the Y axis (for compatibility with 3ds Max)
is_camera_shader (int) : 0 - this OSL CANNOT be used as a camera shader, 1 - this OSL can ONLY be used as a camera shader

TexOSLOutputSelector

Wraps a TexOSL to select by index which output color to use. Useful for taking several outputs from one TexOSL. [gpuSupport=(bake)]

new TexOSLOutputSelector()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
source_texmap (Texture) : OSL texture to evaluate
output_channel_index (int) : The zero-based index of the OSL output channel to evaluate.
output_channel_name (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).

TexOutput

Performs adjustments to a texture's value - multiplication, offset, inversion, clamping, etc. - in the same order as the 3dsMax Output texture [gpuSupport=(partial)]

new TexOutput()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
texmap (Texture) : The texture
bump_amount (float) : Bump amount if the texture is used for bump mapping
output_mult (Texture) : A multiplier for the output AColor
output_clamp (boolean) : Clamp the output in [ 0.0,1.0 ] range
mono_output (boolean) : True if we have mono output in which case the color offset should not be multiplied by the alpha.

TexParticleDiffuse

Provides per-particle colors using data from the particle geometry source [gpuSupport=(none)]

new TexParticleDiffuse()

TexParticleId

Outputs per-partice ID integer taken from the particle geometry source [gpuSupport=(none)]

new TexParticleId()

TexParticleSampler

Provides multiple per-particle output parameters using data from the particle geometry source [gpuSupport=(none)]

new TexParticleSampler()
Properties
rgbPP (OutputTexture) : Per-particle color.
incandescencePP (OutputTexture) : Per-particle emission/incandescence.
acceleration (OutputTexture) : Per-particle acceleration.
worldVelocity (OutputTexture) : Per-particle velocity in world space.
userVector1PP (OutputTexture) : Per-particle user color 1.
userVector2PP (OutputTexture) : Per-particle user color 2.
userVector3PP (OutputTexture) : Per-particle user color 3.
userVector4PP (OutputTexture) : Per-particle user color 4.
userVector5PP (OutputTexture) : Per-particle user color 5.
age (OutputTextureFloat) : Per-particle age.
lifespanPP (OutputTextureFloat) : Per-particle lifespan.
opacityPP (OutputTextureFloat) : Per-particle opacity.
userScalar1PP (OutputTextureFloat) : Per-particle user scalar 1.
userScalar2PP (OutputTextureFloat) : Per-particle user scalar 2.
userScalar3PP (OutputTextureFloat) : Per-particle user scalar 3.
userScalar4PP (OutputTextureFloat) : Per-particle user scalar 4.
userScalar5PP (OutputTextureFloat) : Per-particle user scalar 5.
def_color_tex (Texture)

TexParticleShape

Deprecated. [gpuSupport=(bake)]

new TexParticleShape()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
clr_txt (Texture) : Color texture, the particles'color
Falloff (int) : Falloff Type - None(0), Linear(1), Square(2), Smooth(3), Cubic(4), Gaussian(5), User-defined(6)
FalloffX (float)
FalloffY (float)
FalloffRGB (int)
FalloffAlpha (int)
FalloffRGBInvert (int)
FalloffAlphaInvert (int)
FalloffStart (float)
FalloffEnd (float)
Exponent (float)
GaussRate (float)
Shape (int) : Shape - None(0), Step(1), Sine(2), Star3), Beam(4), Symmetry(5), Noise(6), Turbulence(7), Fractal(8)
ShapeX (float)
ShapeY (float)
ShapeRGB (int)
ShapeAlpha (int)
ShapeRGBInvert (int)
ShapeAlphaInvert (int)
StepWidth (float)
SineScale (float)
StarBranches (float)
BeamWidth (float)
SymmetryWidth (float)
NoiseTime (float)
NoiseScale (float)
TurbTime (float)
TurbScale (float)
TurbLoFreq (float)
TurbHiFreq (float)
FracTime (float)
FracScale (float)
FracWeight (float)
FracGranular (float)
FracOctave (int)

TexPatternID

An ID generator texture based on string pattern matching.gpuSupport=(partial)

new TexPatternID()
Properties
user_attribute (String) : User attribute name of type string.
patterns (List<String>) : A list of string patterns to match.
patterns_ids (List<int>) : A list of respective patterns IDs. If emtpy or not set - pattern list index is used.
use_scene_name (boolean) : Use path from scene_name instead of user attribute.

TexPerVertexHairSampler

Deprecated. [gpuSupport=(none)]

new TexPerVertexHairSampler()
Properties
vertex_values (List<Color>) : Colors for each vertex the hair. Each values should match a vertex from the hair geometry.

TexPlusMinusAverage

Performs add/sub/avg operation on a list of 1d, 2d or 3d textures [gpuSupport=(full)]

new TexPlusMinusAverage()
Properties
operation (int) : 0 - No operation; 1 - Sum; 2 - Subtract from first; 3 - Average
input1D (List<TextureFloat>)
input2D (List<Texture>)
input3D (List<Texture>)
output1D (OutputTextureFloat)
output2D (OutputTexture)
output3D (OutputTexture)

TexPtex

Texture using a PTex file. Unlike normal bitmaps this doesn't require UVs. [gpuSupport=(none)]

new TexPtex()
Properties
ptex_file (String) : The Ptex texture file
use_image_sequence (boolean)
image_number (int)
image_offset (int)
ifl_start_frame (int)
ifl_playback_rate (float)
ifl_end_condition (int) : Image file list (IFL) end condition: 0 - Loop; 1 - Ping Pong; 2 - Hold;
filter_type (int) : Type of filter used for the texture
width (float) : width parameter used for filtering
blur (float) : blur parameter used for filtering
sharpness (float) : Sharpness parameter for the general bicubic filter
lerp (boolean) : Interpolation between mipmap levels
anisotropic_filtering (boolean) : Allow anisotropic texture filtering
reverse_vertices (boolean) : Reverses the order of vertices
cache_size (int) : The size of the texture cache(in MB)
auto_color (boolean) : Use automatic color channel selection.
r_channel (int) : The index of the channel which will be used as a red channel.
g_channel (int) : The index of the channel which will be used as a green channel.
b_channel (int) : The index of the channel which will be used as a blue channel.
auto_alpha (boolean) : Use automatic alpha channel selection.
a_channel (int) : The index of the channel which will be used as a alpha channel.
alpha_type (int) : Where to take the alpha from.
color_space (int) : 0 - linear, 1 - gamma corrected, 2 - sRGB
gamma (float)
vertices (List<Vector>)
origFaces (List<int>)
faces (List<int>)
origFacesDegree (List<int>)
color (OutputTexture) : The final texture color
color_gain (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color

TexRamp

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)]

new TexRamp()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
positions (List<TextureFloat>) : Positions of the given colors (see 'colors' param) along a 1D axis or 2D plane according to 'type'
colors (List<Texture>) : The given colors for their corresponding positions (see 'positions' param)
type (int) : 0:V, 1:U, 2:(U+V)/2, 3:radial, 4:circular, 5:box, 6:UV, 7:four corner, 8:tartan
interpolation (int) : 0:none, 1:linear, 2:expUp, 3:expDown, 4:smooth, 5:bump, 6:spike
biases (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.
u_wave (float) : Sine wave offset in the u direction
v_wave (float) : Sine wave offset in the v direction
noise_amount (float) : Distortion noise amount
noise_frequency (float) : Distortion noise frequency
hue_noise_amount (float) : Hue noise amount
hue_noise_frequency (float) : Hue noise frequency
saturation_noise_amount (float) : Saturation noise amount
saturation_noise_frequency (float) : Saturation noise frequency
value_noise_amount (float) : Value noise amount
value_noise_frequency (float) : Value noise frequency

TexRandom

A texture for generating random values. [gpuSupport=(full)]

new TexRandom()
Properties
seed (int) : Random seed. Mixed with color_seed or float_seed.
color_seed (Texture) : Each color component at the shading point affects seed.
float_seed (TextureFloat) : Float value at the shading point affects seed.
range_min (float) : Random value range minimum value.
range_max (float) : Random value range maximum value.
color (OutputTexture) : The resulting random color.
value (OutputTextureFloat) : The resulting random value.

TexRaySwitch

Chooses between a default, shadow, GI, reflection or refraction texture based on the type of ray [gpuSupport=(none)]

new TexRaySwitch()
Properties
default_texture (Texture) : This texture is used if texture is not set for specific ray type or if the ray type is unknown.
shadow_ray_texture (Texture) : This texture is used for shadow rays.
gi_ray_texture (Texture) : This texture is used for GI rays.
reflect_ray_texture (Texture) : This texture is used for reflection rays.
refract_ray_texture (Texture) : This texture is used for refraction rays.

TexRemap

Maps input floats or colors to new values using control points and interpolation. Color mapping can be in HSV space. [gpuSupport=(partial)]

new TexRemap()
Properties
type (int) : Type of conversion: 0:RemapValue, 1:RemapColor, 2:RemapHSV.
input_value (TextureFloat) : Used for type=0. Result is out value or out_color with float or color_ parameters respectively
input_color (Texture) : Used for type=1 and type=2. Result is out_color (or the default output)
input_bias (float) : Exponent e=(1-bias)/(1+bias) applied to input_value
input_bias_tex (TextureFloat) : Texture override for input_bias
input_min (float) : Rescaling parameter for both input_value and input_color components. The formula is (x-input_min)/(input_max-input_min)
input_min_tex (TextureFloat) : Texture override for input_min
input_max (float) : Rescaling parameter for both input_value and input_color components. The formula is (x-input_min)/(input_max-input_min)
input_max_tex (TextureFloat) : Texture override for input_max
output_min (float) : Output values and colors are rescaled linearly to fit between output_min and output_max
output_max (float) : Output values and colors are rescaled linearly to fit between output_min and output_max
float_positions (List<TextureFloat>) : Key input values
float_values (List<TextureFloat>) : Output float values the key values should map to
float_types (List<int>) : Interpolation types for each key of the floats (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
float_tangents (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.
color_positions (List<TextureFloat>) : Key input values (equal for all color channels)
color_colors (List<Texture>) : Output color values the key values should map to
color_types (List<int>) : Interpolation types for each key of the colors (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
color_tangents (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.
red_positions (List<TextureFloat>) : Key input values for the red channel
red_values (List<TextureFloat>) : Output float values the key values should map to for the red channel
red_types (List<int>) : Interpolation types for each key of the red channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
red_tangents (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.
green_positions (List<TextureFloat>) : Key input values for the green channel
green_values (List<TextureFloat>) : Output float values the key values should map to for the green channel
green_types (List<int>) : Interpolation types for each key of the green channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
green_tangents (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.
blue_positions (List<TextureFloat>) : Key input values for the blue channel
blue_values (List<TextureFloat>) : Output float values the key values should map to for the blue channel
blue_types (List<int>) : Interpolation types for each key of the blue channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
blue_tangents (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.
hue_positions (List<TextureFloat>) : Key input values for the hue channel
hue_values (List<TextureFloat>) : Output float values the key values should map to for the hue channel
hue_types (List<int>) : Interpolation types for each key of the hue channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
hue_tangents (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.
saturation_positions (List<TextureFloat>) : Key input values for the saturation channel
saturation_values (List<TextureFloat>) : Output float values the key values should map to for the saturation channel
saturation_types (List<int>) : Interpolation types for each key of the saturation channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
saturation_tangents (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.
value_positions (List<TextureFloat>) : Key input values for the value channel
value_values (List<TextureFloat>) : Output float values the key values should map to for the value channel
value_types (List<int>) : Interpolation types for each key of the value channel (None - 0; Linear - 1; Smooth - 2; Spline - 3; Bezier (with tangents) - 4)
value_tangents (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.
alpha_from_intensity (boolean) : If true, the resulting alpha is the color intensity; otherwise the alpha is taken from the colors
out_value (OutputTextureFloat) : The output float value, depending on input value and float * params
out_color (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.

TexRemapFloat

Remaps a value in the 0.0-1.0 range to another range [gpuSupport=(none)]

new TexRemapFloat()
Properties
value (TextureFloat) : Value to remap
low (float) : Low boundary
high (float) : High boundary

texRenderHair

Deprecated. Use another hair texture. [gpuSupport=(bake)]

new texRenderHair()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
a_color_tex (Texture) : Defines the main diffuse color of the hair strand's tips.
b_color_tex (Texture) : Defines a secondary diffuse color for the hair strand's tips. This provides an alternate color that gets added to random hair strands.
root_color_tex (Texture) : Defines the diffuse color of the hair roots
root_crossover_tex (TextureFloat) : A value of 0 is mostly Tip and 1 is mostly Root
distance_along_strand (TextureFloat) : Distance along the hair strand where the intersection occurred, in the [ 0,1 ] range.
random_by_strand (TextureFloat) : Random by the hair strand where the intersection occurred, in the [ 0,1 ] range.
a_b_balance (TextureFloat) : The probability ratio between a and b textures

TexRgbaCombine

Deprecated. Use Float3ToAColor. [gpuSupport=(none)]

new TexRgbaCombine()
Properties
red (TextureFloat) : Red channel input
green (TextureFloat) : Green channel input
blue (TextureFloat) : Blue channel input
alpha (TextureFloat) : Alpha channel input

TexRgbaSplit

Deprecated. [gpuSupport=(none)]

new TexRgbaSplit()
Properties
input (Texture) : Color RGBA input texture
rgb (OutputTexture) : The RGB values with alpha set to 1.0
combined (OutputTexture) : The combined RGB and alpha
alpha (OutputTextureFloat) : The input's alpha only

TexRGBMultiplyMax

Multiplies two color textures [gpuSupport=(full)]

new TexRGBMultiplyMax()
Properties
color_a (Texture) : The first texture
color_b (Texture) : The second texture
alpha_mode (int) : Alpha mode (0 - from color_a, 1 - from color_b, 2 - multiply

TexRGBTintMax

Tints the input color [gpuSupport=(none)]

new TexRGBTintMax()
Properties
texture (Texture) : The texture
red (Color) : The red color
green (Color) : The green color
blue (Color) : The blue color

TexRGBToHSV

Converts the input texture from RGB to HSV color space [gpuSupport=(full)]

new TexRGBToHSV()
Properties
inRgb (Texture) : Input RGB color
color (OutputTexture)

TexRock

V-Ray implementation of the rock procedural texture in Maya [gpuSupport=(bake)]

new TexRock()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
wrap (boolean) : If true UVWs outside [ -1;1 ] will wrap back to the valid range.
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1_tex (Texture)
color2_tex (Texture)
grain_size (float)
diffusion (float)
mix_ratio (float)

TexSampler

Provides over 40 output parameters with information taken from the sampled point (e.g. position, UV coordinates, etc.) [gpuSupport=(partial)]

new TexSampler()
Properties
point (OutputTextureVector) : The shading point in world space
pointReference (OutputTextureVector) : The shading point in reference space
pointObject (OutputTextureVector) : The shading point in object space
pointCamera (OutputTextureVector) : The shading point in camera space
pointRelative (OutputTextureVector) : The shading point in relative space
normal (OutputTextureVector) : The smooth normal in world space
normalReference (OutputTextureVector) : The smooth normal in reference space
normalCamera (OutputTextureVector) : The smooth normal in camera space
normalObject (OutputTextureVector) : The smooth normal in object space
normalRelative (OutputTextureVector) : The smooth normal in relative space
reflection (OutputTextureVector) : The smooth reflection vector in world space
reflectionObject (OutputTextureVector) : The smooth reflection vector in object space
reflectionCamera (OutputTextureVector) : The smooth reflection vector in camera space
reflectionRelative (OutputTextureVector) : The smooth reflection vector in relative space
refraction (OutputTextureVector) : The smooth refraction vector in world space
refractionObject (OutputTextureVector) : The smooth refraction vector in object space
refractionCamera (OutputTextureVector) : The smooth refraction vector in camera space
refractionRelative (OutputTextureVector) : The smooth refraction vector in relative space
bumpNormal (OutputTextureVector) : The bump normal in world space
bumpNormalCamera (OutputTextureVector) : The bump map normal in camera space
bumpNormalObject (OutputTextureVector) : The bump map normal in object space
bumpNormalRelative (OutputTextureVector) : The bump map normal in relative space
gnormal (OutputTextureVector) : The geometric normal in world space
camToWorld (OutputTextureTransform) : The transformation from camera to world space
view_dir (OutputTextureVector) : The viewing direction
frame_time (OutputTextureFloat) : The current frame (image) time
ray_time (OutputTextureFloat) : The ray time within the motion blur interval
frame_index_offset (OutputTextureFloat) : The number of frames offset from the current frame when rendering long motion blur intervals, whole number.
facing_ratio (OutputTextureFloat) : The cosine of the angle between the normal and the viewing direction
material_id (OutputTextureInt) : The surface material id, if the surface supports it
flipped_normal (OutputTextureFloat) : Zero if the face is front facing and one if it is backfacing the camera
cameraNearClipPlane (OutputTextureFloat) : The camera near clipping plane, calculated from the scene bounding box and the camera transform in the frame data.
cameraFarClipPlane (OutputTextureFloat) : The camera far clipping plane, calculated from the scene bounding box and the camera transform in the frame data.
uvCoord (OutputTextureVector) : The uvw coordinates of the point being shaded. These are the coordinates of channel 0.
uvCoordClamp (OutputTextureVector) : The clamped uvw coordinates of the point being shaded. These are the coordinates of channel 0.
uvCoordTile (OutputTextureVector) : The tiled uvw coordinates of the point being shaded. These are the coordinates of channel 0.
rayDirection (OutputTextureVector) : The viewing direction in camera space. Used for the samplerInfo node in Maya.
pixelCenter (OutputTextureVector) : The current sample image coordinates. Used for the samplerInfo node in Maya.
tangentUCamera (OutputTextureVector) : The U axis of the currently shaded point's UVW space, transformed in camera space.
tangentVCamera (OutputTextureVector) : The V axis of the currently shaded point's UVW space, transformed in camera space.
tangentUObject (OutputTextureVector) : The U axis of the currently shaded point's UVW space, transformed in object space.
tangentVObject (OutputTextureVector) : The V axis of the currently shaded point's UVW space, transformed in object space.
tangentUWorld (OutputTextureVector) : The U axis of the currently shaded point's UVW space, transformed in world space.
tangentVWorld (OutputTextureVector) : The V axis of the currently shaded point's UVW space, transformed in world space.
ray_depth (OutputTextureFloat) : The ray depth.
path_length (OutputTextureFloat) : The path length.
transparency_level (OutputTextureFloat) : The transparency level.
object_id (OutputTextureInt) : The object ID of the hit object
parent_object_id (OutputTextureInt) : The object ID of the parent object
instance_id (OutputTextureInt) : The instance ID of the hit object
velocity (OutputTextureVector) : The velocity at the intersection point, in scene units per frame, in world space
speed (OutputTextureFloat) : The speed (the magnitude of the velocity) at the intersection point, in scene units per frame
random_by_renderID (OutputTextureFloat) : Random value based on RenderID of the object
random_by_polyShell (OutputTextureFloat) : Random value based on the polygon shell (connected mesh component) the current face belongs to.
random_by_scene_name (OutputTextureFloat) : Random value based on scene name of the object
random_by_instanceID (OutputTextureFloat) : Random value based on various instance identifiers (instance index, particle index, etc). Same as random_by_renderID, but without mixing with Render ID.
uv_set_name (String) : The name of the uv channel that should be used.
uv_index (int) : The index of the uv channel that should be used in case there is no uv set name
refraction_ior (float) : Index of refraction of the object.
transform (Transform) : The relative coordinate system to use.
gpu_adaptive_lights_voxels (OutputTextureVector) : Used for dev debug only (users don't need this).This is the position of the GPU voxel for the GPU adaptive lights
face_index (OutputTextureInt) : Index of triangle face hit by ray (-1 if not applicable)
barycentric_coords (OutputTextureVector) : Barycentric coordinates of ray intersection point (0,0,0 if not applicable)
reference_vertex_attr (String) : Attribute name to use for reference vertices.
reference_normal_attr (String) : Attribute name to use for reference normals.
user_attribute_overrides (boolean) : If true parameters having User Attribute overrides will be using the overrides.

TexScalarCurve

Applies bezier correction curves to the input float texture [gpuSupport=(full)]

new TexScalarCurve()
Properties
input (TextureFloat) : The value from this texture is controlled by the profile curve.
keys (List<float>) : Quadruplets of 2d vectors (two floats) for each bezier segment.

TexScalarExponential

Deprecated. [gpuSupport=(none)]

new TexScalarExponential()
Properties
input (TextureFloat) : The value used in the operation.
factor (TextureFloat) : The factor to be used in the operation.
operation (int) : The operation: 0=Exponential, 1=Logarithm, 2=Bias, 3=Gain

TexScalarHairRootSampler

Deprecated. [gpuSupport=(none)]

new TexScalarHairRootSampler()
Properties
root_values (List<float>) : The scalars at the root of each hair strand.

TexScalarMathBasic

Deprecated. Use TexFloatOp [gpuSupport=(bake)]

new TexScalarMathBasic()
Properties
op (int) : Operation: Add(), Subtract(), Multiply(), Divide(), Minimum(), Maximum()
input1 (TextureFloat) : The first scalar input
input2 (TextureFloat) : The second scalar input
max_displacement (float) : Specifies the maximum displacement value. If the displacement value is higher than the Max Displacement value, displacement will be clipped

TexScatterSurfaceColor

A V-Ray implementation of the ScatterSurfaceColor texture. Randomly chooses from a list of textures for each instance. [gpuSupport=(partial)]

new TexScatterSurfaceColor()
Properties
source (int) : Source(0 - Surface diffuse/base map(s); 1 - Custom map
custom_map (Texture) : Custom shading map, used when source=1
distribution_surface_maps (List<Texture>) : Distribution surfaces maps, used when source=0
surface_map_ids (List<int>) : Distribution surface map IDs, used when source=0
surface_nodes (List<Plugin>) : Distribution surface nodes
surface_node_ids (List<int>) : Distribution surface node IDs
hue_randomness (float) : Hue randomness %
gamma_randomness (float) : Gamma randomness %
presampled_source (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

TexSetRange

Remaps the input texture from some old range to a new range of values. The ranges can be textured. [gpuSupport=(full)]

new TexSetRange()
Properties
value (Texture)
oldMin (Texture)
oldMax (Texture)
newMin (Texture)
newMax (Texture)
color (OutputTexture)

TexSimplexNoise

Implements the Maya simplex noise procedural texture [gpuSupport=(none)]

new TexSimplexNoise()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
amplitude (TextureFloat)
distortion_ratio (TextureFloat)
distortion_u (TextureFloat)
distortion_v (TextureFloat)
frequency (TextureFloat)
frequency_ratio (TextureFloat)
gamma (float)
noise_type (int)
octaves (int)
ratio (TextureFloat)
scale (TextureFloat)
threshold (TextureFloat)

TexSky

Texture connected to a SunLight for use as environment map. [gpuSupport=(bake)]

new TexSky()
Properties
intensity_multiplier (float) : Use to control the brightness of the Sun
target_transform (Transform) : The transformation of the Sun target point. Used only for photon mapping.
turbidity (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
ozone (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
size_multiplier (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
sky_model (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)
horiz_illum (float) : Specifies the intensity (in lx) of the illumination on horizontal surfaces coming from the sky. Used by CIE models.
altitude (float) : Specifies the observer altitude which affects the sky and horizon appearance. Used by the PRG Clear Sky New model.
color_mode (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)
filter_color (Color) : Sunlight color. Used to add user control to light color definition
ground_albedo (Color) : Reflective property of the "ground". Affects sky-dome brightness and color
blend_angle (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.
horizon_offset (float) : Horizon offset under the sky-dome. Allows the user to manually lower the horizon line.
water_vapour (float) : Controls the amount of water vapor in the atmosphere which affects the sky color.
up_vector (Vector) : Specifies an up vector different from the one for the scene (SettingsUnitsInfo::scene_upDir).
transform (Transform) : The transformation of the Sun. Only the rotation determines its position in the sky. The translation is used only for photon mapping.
invisible (boolean) : When on, this option makes the sun invisible, both to the camera and to reflections
sun (Plugin) : If specified, all parameters are taken from the sun; otherwise, the sky parameters are used
sun_dir_only (int) : Use only the direction of the specified sun (don't inherit all other parameters)

TexSmoke

V-Ray implementation of the 3dsMax smoke procedural texture [gpuSupport=(full)]

new TexSmoke()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1 (Texture) : First color
color2 (Texture) : Second color
size (float) : Size
iterations (int) : Iterations
phase (float) : Phase
exponent (float) : Exponent

TexSnow

V-Ray implementation of the snow procedural texture in Maya [gpuSupport=(bake)]

new TexSnow()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
wrap (boolean) : If true UVWs outside [ -1;1 ] will wrap back to the valid range.
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
snow_tex (Texture)
surface_tex (Texture)
threshold (TextureFloat)
depth_decay (TextureFloat)
thickness (TextureFloat)

TexSoftbox

Procedural texture for use with LightRectangle to reproduce softbox lighting [gpuSupport=(bake)]

new TexSoftbox()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
base_color (Color) : Base color
base_tex_on (boolean) : Turn on base texture
base_tex (Texture) : Base texture
base_tint_on (boolean) : Turn on base tint
base_tint (Color) : Base tint color
base_tint_strength (float) : Base tint strength
base_mult (float) : Base multiplier
base_gamma (float) : Base gamma
spots_on (boolean) : Turn on hot/dark spots
spots_mult (float) : Spots multiplier
spots_mode (int) : Spots mode
spots_tint_on (boolean) : Turn on spots tint
spots_tint (Color) : Spots tint color
spots_tint_strength (float) : Spots tint strength
u_offset (float) : Spots u offset
u_tiling (float) : Spots u tiling
u_tiling_on (boolean) : Turn on spots u tiling
v_offset (float) : Spots v offset
v_tiling (float) : Spots v tiling
v_tiling_on (boolean) : Turn on v tiling
spots_oradius (float) : Fading outer radius
spots_iradius (float) : Fading inner radius
spots_exp (float) : Fading softness
grad_vert_on (boolean) : Turn on vertical gradient
grad_vert_flip (boolean) : Flip vertical gradient
grad_vert_pos (List<Object>) : Vertical gradient positions
grad_vert_col (List<Texture>) : Vertical gradient colors
grad_vert (Plugin) : The V Vignette gradient.
grad_horiz_on (boolean) : Turn on horizontal gradient
grad_horiz_flip (boolean) : Flip horizontal gradient
grad_horiz_pos (List<Object>) : Horizontal gradient positions
grad_horiz_col (List<Texture>) : Horizontal gradient colors
grad_horiz (Plugin) : The U Vignette gradient.
grad_rad_on (boolean) : Turn on radial gradient
grad_rad_flip (boolean) : Flip radial gradient
grad_rad_pos (List<Object>) : Radial gradient positions
grad_rad_col (List<Texture>) : Radial gradient colors
grad_rad (Plugin) : The Radial Vignette gradient.
frame_on (boolean) : Turn on frame
frame_flip (boolean) : Flip frame
frame_pos (List<Object>) : Frame positions
frame_col (List<Texture>) : Frame colors
grad_frame (Plugin) : The Frame Vignette gradient.
frame_tint_on (boolean) : Turn on frame tint
frame_tint (Color) : Frame tint color
frame_tint_strength (float) : Frame tint strength
noise_amount (float) : Frame noise amount
noise_size (float) : Frame noise size
noise_phase (float) : Frame noise phase
noise_fractal (boolean) : Turn on frame fractal noise
noise_levels (int) : Frame noise levels

TexSpeckle

V-Ray implementation of the 3dsMax speckle procedural texture [gpuSupport=(bake)]

new TexSpeckle()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1 (Texture) : First color
color2 (Texture) : Second color
size (float) : Size

TexSplat

V-Ray implementation of the 3dsMax splat procedural texture [gpuSupport=(bake)]

new TexSplat()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1 (Texture) : First color
color2 (Texture) : Second color
size (float) : Size
iterations (int) : Number of iterations for the fractal generator
threshold (float) : Threshold
smoothing (float) : Transition smoothing

TexStencil

Masks parts of the input texture using the 'mask' texture or a color key [gpuSupport=(none)]

new TexStencil()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
image (Texture) : The texture that is used as a stencil
mask (TextureFloat) : Represents the Stencil's transparency
key_masking (boolean) : If true, selects the areas in the texture similar to or equal to the Color Key and masks them out
positive_key (boolean) : If true, inverts the Chroma Key mask(only the colors specified in the Color Key and HSV Range are displayed)
color_key (Texture) : The color to be masked in the texture
hue_range (TextureFloat) : The range of hues centered on the Color Key color which are also masked
sat_range (TextureFloat) : The range of saturations centered on the Color Key color which are also masked
val_range (TextureFloat) : The range of values centered on the Color Key color which are also masked
default_color (Texture) : Represents the texture that is underneath
edge_blend (float) : Controls the sharpness of the texture edges.
uvwgen (Plugin) : UVWGen from which the uvw coordinates will be taken

TexStucco

V-Ray implementation of the 3dsMax stucco procedural texture [gpuSupport=(bake)]

new TexStucco()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1 (Texture) : First color
color2 (Texture) : Second color
size (float) : Size
thickness (float) : Thickness
threshold (float) : Threshold

TexSurfaceLuminance

Samples lighting at the point that is being shaded [gpuSupport=(none)]

new TexSurfaceLuminance()
Properties
luminance_mode (int) : 0: no luminance, 1: direct light, 2: diffuse light, 3: direct+diffuse light, 4: matte shadow
samples (int) : Samples for diffuse lighting
contribute_to_gi (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.
luminance (OutputTextureFloat)
color (OutputTexture)

TexSurfIncidence

Deprecated. [gpuSupport=(bake)]

new TexSurfIncidence()
Properties
inc_mode (int) : Incidence mode
bias (float) : Controls the contrast between dark and light areas of shading
gain (float) : Controls the brightness of the effect
custom_vector (Vector) : custom vector
invert (int) : Invert if enabled
range (int) : Range (0 - 0 to 90 degrees, 1 - 0 to 180 degrees)

TexSwirl

V-Ray implementation of the 3dsMax swirl procedural texture [gpuSupport=(bake)]

new TexSwirl()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1 (Texture) : First color
color2 (Texture) : Second color
swirl_intensity (float) : Swirl Intensity
color_contrast (float) : Color Contrast
swirl_amount (float) : Swirl Amount
constant_detail (int) : Constant Detail
center_x (float) : Center Position X
center_y (float) : Center Position Y
random_seed (float) : Random Seed
twist (float) : Twist

TexSwitch

Chooses from a list of other color textures based on which scene object is being shaded [gpuSupport=(none)]

new TexSwitch()
Properties
nodes (List<Plugin>)
textures (List<Texture>)
default_texture (Texture)

TexSwitchFloat

Chooses from a list of other float textures based on which scene object is being shaded [gpuSupport=(none)]

new TexSwitchFloat()
Properties
nodes (List<Plugin>)
textures (List<TextureFloat>)
default_texture (TextureFloat)

TexSwitchInt

Chooses from a list of other integer textures based on which scene object is being shaded [gpuSupport=(none)]

new TexSwitchInt()
Properties
nodes (List<Plugin>)
values (List<int>)
default (int)

TexSwitchMatrix

Chooses from a list of other matrix textures based on which scene object is being shaded [gpuSupport=(none)]

new TexSwitchMatrix()
Properties
nodes (List<Plugin>)
textures (List<TextureMatrix>)
default_texture (TextureMatrix)

TexSwitchTransform

Chooses from a list of other transform textures based on which scene object is being shaded [gpuSupport=(none)]

new TexSwitchTransform()
Properties
nodes (List<Plugin>)
textures (List<TextureTransform>)
default_texture (TextureTransform)

TexTemperature

Maps a temperature floating point input to respective black body radiation color (remember to set color_mode=1) [gpuSupport=(partial)]

new TexTemperature()
Properties
color_mode (int) : Output mode: 0 - from color; 1 - from temperature mode.
temperature (TextureFloat) : Temperature in Kelvins.
color (Color) : Color.
rgb_multiplier (float) : Color multiplier.
alpha (float) : Alpha color channel.
gamma_correction (float) : Gamma correction value.

TexTemperatureToColor

Multiplies the temperature by the input texture intensity and converts that to a black body radiation color [gpuSupport=(full)]

new TexTemperatureToColor()
Properties
input (Texture)
temperature (float)
color (OutputTexture)

TexThickness

Outputs the thickness of the shaded object at this point as grayscale color value. Uses raytracing. [gpuSupport=(none)]

new TexThickness()
Properties
thickness_mult (float) : The object thickness is multiplied by this value to get the texture color.

TexThinFilm

An implementation of the Thin Film map [gpuSupport=(none)]

new TexThinFilm()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
thickness_map (Texture)
thickness_min (float)
thickness_max (float)
ior_ext (float)
ior_film (float)
ior_int (float)
gamma (float)
hue (float)
sat (float)

TexTiles

V-Ray implementation of the 3dsMax tiles procedural texture [gpuSupport=(bake)]

new TexTiles()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
pattern_type (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
color_mortar (Texture) : Mortar color
color_tiles (Texture) : Tiles color
horizontal_count (float) : Tiles horizontal count
vertical_count (float) : Tiles vertical count
color_variance (float) : Color variance
fade_variance (float) : Fade variance
horizontal_gap (float) : Horizontal gap between tiles
vertical_gap (float) : Vertical gap between tiles
holes (int) : Holes
edge_roughness (float) : Edge roughness
random_seed (int) : Random seed
line_shift (float) : Line shift
random_shift (float) : Random shift
row_modify (boolean) : if true - custom row parameters
per_row (int) : every per_row row is modified by corresponding change value
row_change (float) : row change value modifying the number of tiles in affected rows
column_modify (boolean) : if true - custom column parameters
per_column (int) : every per_column column is modified by corresponding change value
column_change (float) : column change value modifying the number of tiles in affected columns

TexToVector

Converts input texture to a vector texturegpuSupport=(none)

new TexToVector()
Properties
input (Plugin) : Input texture (integer, float or color).

TexTriPlanar

Uses triplanar mapping of 3 textures for the X/Y/Z axis for texturing without UV data [gpuSupport=(full)]

new TexTriPlanar()
Properties
texture_mode (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_x (Texture) : The base texture, or the texture for the X axis if texture mode is set to different textures.
texture_y (Texture) : The texture for the Y axis.
texture_z (Texture) : The texture for the Z axis.
texture_negx (Texture) : The texture for the negative X axis.
texture_negy (Texture) : The texture for the negative Y axis.
texture_negz (Texture) : The texture for the negative Z axis.
size (TextureFloat) : Adjust the size of the texture in scene units.
scale (TextureFloat) : Scale of the texture; larger values increase the number of texture repeats, lower values make the texture larger.
blend (float) : Amount of blending at the plane seams.
frame_offset (TextureVector) : Offset from the reference frame center (object or reference node).
texture_rotation (Vector) : Texture rotations for the three axes, in degrees, in texture space.
texture_rotation_map (TextureVector) : Texture rotations for the three axes in texture space, from 0.0 to 1.0.
random_texture_offset (boolean) : Randomize the texture offset in texture space.
random_texture_rotation (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.
random_axis (boolean) : Randomly permute the axes.
random_frame_rotation (boolean) : Random frame rotation (in object or reference space).
random_mode (int) : Specifies what to use to randomize the offset/rotation.
random_user_attribute (String) : User attribute source for the "By user attribute" random mode
ref_space (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.
node_ref_transform (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.
blend_method (int) : Blending method
use_displaced_surface (boolean) : If enabled, calculate the texture based on the displaced surface. Otherwise use the original. Does nothing when not using displacement.
rest_position_tex (Texture) : Texture to be used as reference vertices. Usually TexUserColor sampling geometry map channel.
rest_normal_tex (Texture) : Texture to be used as reference normals. Usually TexUserColor sampling geometry map channel.
out_intensity (OutputTextureFloat) : The resulting intensity

TexUserColor

Outputs a color taken from a Node::user_attributes parameter or from a geometry's UVW mapping channel [gpuSupport=(partial)]

new TexUserColor()
Properties
attribute_priority (int) : User attribute lookup priority - 0 for map channel, 1 for user attribute
compatibility_with (int) : Compatibility mode (0 - Default (Maya); 1 - Houdini).Currently affects the shading of some application specific attributes (P, N for Houdini).
default_color (Texture) : Default color when the attribute is not found
user_attribute (String) : User attribute name of type color or float; OR name of mapping channel
color (OutputTexture)

TexUserInteger

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)]

new TexUserInteger()
Properties
attribute_priority (int) : User attribute lookup priority - 0 for map channel, 1 for user attribute
compatibility_with (int) : Compatibility mode (0 - Default (Maya); 1 - Houdini).Currently affects the shading of some application specific attributes (P, N for Houdini).
default_value (TextureInt) : Default value if the attribute is not found
user_attribute (String) : User attribute name of type float or color; OR name of mapping channel
scalar (OutputTextureFloat)

TexUserScalar

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)]

new TexUserScalar()
Properties
attribute_priority (int) : User attribute lookup priority - 0 for map channel, 1 for user attribute
compatibility_with (int) : Compatibility mode (0 - Default (Maya); 1 - Houdini).Currently affects the shading of some application specific attributes (P, N for Houdini).
default_value (TextureFloat) : Default value if the attribute is not found
user_attribute (String) : User attribute name of type float or color; OR name of mapping channel
scalar (OutputTextureFloat)

TexUVW

Outputs the UVW from a UVWGen plugin as RGB color [gpuSupport=(full)]

new TexUVW()
Properties
uvwgen (Plugin) : The uvw space that will be displayed as RGB
component (int) : Specifies which component to show (0 - all, 1 - u, 2 - v, 3 - w)

TexUVWGenToTexture

Converts UVW coordinates provided from a UVWGen plugin to color. Same as TexUVW. [gpuSupport=(full)]

new TexUVWGenToTexture()
Properties
input (Plugin)

TexVectorOp

Performs arithmetic operation between the two input textures. Default output operation is defined by 'mode'. Additional output parameters are also provided. [gpuSupport=(none)]

new TexVectorOp()
Properties
vector_a (TextureVector) : The first vector
vector_b (TextureVector) : The second vector
mult_a (TextureFloat) : Multiplier for the first vector
mult_b (TextureFloat) : Multiplier for the second vector
dot_product (OutputTextureFloat) : The dot product
cross_product (OutputTextureVector) : The cross product
sum (OutputTextureVector) : The sum
difference (OutputTextureVector) : The difference
result_a (OutputTextureVector) : The first vector times the first multiplier
result_b (OutputTextureVector) : The second vector times the second multiplier
x (OutputTextureFloat) : The x-component of the first vector
y (OutputTextureFloat) : The y-component of the first vector
z (OutputTextureFloat) : The z-component of the first vector

TexVectorProduct

Performas a vector operation between two textures like TexVectorOp, but the inputs and output are colors [gpuSupport=(none)]

new TexVectorProduct()
Properties
operation (int) : Operation (0 - No operation, 1 - Dot Product, 2 - Cross Product, 3 - Vector Matrix Product, 4 - Point Matrix Product)
input1 (Texture) : Right operand
input2 (Texture) : Left operand
transform (TextureTransform) : Transformation for vector and point matrix products
normalize (boolean) : When this is true the output vector will be normalized (in case of dot product, the input vectors are normalized before the operation)
color (OutputTexture)

TexVectorToColor

Converts a vector texture to color texture [gpuSupport=(full)]

new TexVectorToColor()
Properties
input (TextureVector)
color (OutputTexture)

TexVertexColorDirect

Only for V-Ray for Maya. Outputs vertex colors taken from a color set. [gpuSupport=(none)]

new TexVertexColorDirect()
Properties
color_set_name (String)
default_color (Texture)

TexVoxelData

Deprecated. Used for baked volume simulation in V-Ray for Blender [gpuSupport=(none)]

new TexVoxelData()
Properties
interpolation (int) : Interpolation type: 0 - Linear, 1 - Quadratic
resolution (Vector) : Resolution
density (List<float>) : Fluid density
flame (List<float>) : Fluid flame
fuel (List<float>) : Fluid fuel
uvwgen (Plugin) : The UVW generator for the texture
out_density (OutputTextureFloat) : Density
out_flame (OutputTextureFloat) : Flame
out_fuel (OutputTextureFloat) : Fuel

TexVRayFurSampler

Outputs several parameters when shading fur. Subset of TexHairSampler. [gpuSupport=(partial)]

new TexVRayFurSampler()
Properties
distance_along_strand (OutputTextureFloat) : Distance along the hair strand where the intersection occurred, in the [ 0,1 ] range.
distance_along_strand_absolute (OutputTextureFloat) : Distance along the hair strand where the intersection occurred, in scene units, normalized to an absolute distance value.
position_across_strand (OutputTextureFloat) : The relative position of the intersection across the hair strand width, in [ 0 1 ] range.
random_by_strand (OutputTextureFloat) : Random by the hair strand where the intersection occurred, in the [ 0,1 ] range.
fur_max_distance (TextureFloat) : The maximum distance of strands, when using "distance_along_strand_absolute" (denominator).

TexWater

Procedural noise texture for water displacement based on Tessendorf's "Simulating Ocean Surface" paper. PhxShaderOceanTex may give better results. [gpuSupport=(none)]

new TexWater()
Properties
uvwgen (Plugin)
height_mult (float) : multiplier for the height of the water
wind_direction (float) : direction of the wind
wind_magnitude (float) : magnitude of the wind
wind_direction_mult (float)
choppy_mult (float)
movement_rate (float)
seed (int) : Used to produce different waters
resolution (int) : Resolution -> real resolution is 2^res
patch_size (float) : Size of the patch -> real resolution is 2^res

TexWaves

An implementation of 3ds Max's Waves map [gpuSupport=(none)]

new TexWaves()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1 (Texture)
color2 (Texture)
num (int) : Number of wave sets
type (int) : Distribution type
seed (int) : Random seed
size (float) : Wave radius
len_min (float) : Minimum wave length
len_max (float) : Maximum wave length
amp (float) : Amplitude
phase (float) : Phase

TexWood

V-Ray implementation of the wood procedural texture in Maya [gpuSupport=(bake)]

new TexWood()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
wrap (boolean) : If true UVWs outside [ -1;1 ] will wrap back to the valid range.
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
filler_color_tex (Texture)
vein_color_tex (Texture)
vein_spread (float)
layer_size (float)
randomness (float)
age (float)
grain_color_tex (Texture)
grain_contr (float)
grain_spacing (float)
center_u (float)
center_v (float)
amplitude_x (float)
amplitude_y (float)
ratio (float)
ripples_x (float)
ripples_y (float)
ripples_z (float)
depth_min (float)
depth_max (float)

TexXSIBitmap

Deprecated. Use TexBitmap + TexRemap or another color correction texture. [gpuSupport=(partial)]

new TexXSIBitmap()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
tile (int) : 0: not tiling; 1: tile in UV; 2: tile in U; 3: tile in V; 4: tile in UV, but not filter tiling;
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
bitmap (Plugin)
hue (float) : Controls a 360 degrees hue shift through HLS color space spectrum without modifying the intensity or saturation of the color.
saturation (float) : Adjusts the saturation or amount of "pigment" in a color.
gain (float) : Increases and decreases the contrast levels between light and dark colors. 0.5 = no change in contrast.
brightness (float) : Controls the brightness of the image clip. A negative value darkens the image and a positive value brightens it.
rgba_to_grayscl (boolean) : If true, converts the image to a gray scale (black and white) image.
flip_u (boolean) : Flip horizontal
flip_v (boolean) : Flip vertical
enable_effects (boolean) : Enable effects
exposure (float) : HDR exposure

TexXSICell

Deprecated. [gpuSupport=(bake)]

new TexXSICell()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
cells_color_tex (Texture)
background_color_tex (Texture)
scale (Color) : UVW coordinates scale

texXSIColor2Alpha

Deprecated. Use TexAColorOp::alpha [gpuSupport=(none)]

new texXSIColor2Alpha()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
clr_txt (Texture) : Scalar2Alpha will be calculated on the base of a color texture
intensity_txt (TextureFloat) : The intensity to output

texXSIColor2Vector

Deprecated. [gpuSupport=(none)]

new texXSIColor2Vector()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
clr_txt (Texture) : Scalar2Vector will be calculated on the base of a color texture
output_scale (TextureFloat) : The intensity to output
method (int) : method: direct copy(0), normal map(1)

TexXSIColorBalance

Deprecated. Consider using TexRemap. [gpuSupport=(none)]

new TexXSIColorBalance()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
xsi_color (Texture) : Input texture
shadows_red (float)
shadows_green (float)
shadows_blue (float)
midtones_red (float)
midtones_green (float)
midtones_blue (float)
highlights_red (float)
highlights_green (float)
highlights_blue (float)
preserve_value (int)

TexXSIColorCorrection

Deprecated. Use TexRemap or ColorCorrection. [gpuSupport=(none)]

new TexXSIColorCorrection()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
xsi_color (Texture) : Input texture
gamma (float) : Used to compensate for non-linearity in displays. Often used as a general brightness control.
contrast (float) : Increases and decreases the contrast levels between light and dark colors. 0.5 = no change in contrast
hue (float) : Controls a 360 degrees hue shift through the HLS color space spectrum without modifying the intensity or saturation of the color
saturation (float) : Adjusts the saturation, or amount of in a color. A value of 1 results in no white and all color; a value of 0 results in no color, just white light
level (float) : Adjusts the level or luminance of a color. Similar to intensity or brightness

TexXSIColorMix

Deprecated. [gpuSupport=(none)]

new TexXSIColorMix()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
xsi_color (Texture) : Color or Texture
xsi_scale (float) : Scale color parameter
use_alpha (boolean) : Use alpha of the texture as return greyscale value
xsi_invert (boolean) : Invert
fix_alpha_to_1 (boolean) : Make result alpha 1

TexXSIFabric

Deprecated. Use TexCloth. [gpuSupport=(bake)]

new TexXSIFabric()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
uthread_color (Texture)
vthread_color (Texture)
gap_color (Texture)
uthread_width (TextureFloat)
vthread_width (TextureFloat)
u_wave (TextureFloat)
v_wave (TextureFloat)
randomness (TextureFloat)
width_variation (TextureFloat)
bright_variation (TextureFloat)
scale (Color) : UVW coordinates scale

TexXSIFalloff

Deprecated. Use TexFalloff. [gpuSupport=(none)]

new TexXSIFalloff()
Properties
curve_falloff (float) : Curve falloff
facing_refl (float) : Facing reflectivity
perp_refl (float) : Perpendicular reflectivity
white_color (Texture) : Refraction (front) color
black_color (Texture) : Reflection (side) color

TexXSIFlagstone

Deprecated. [gpuSupport=(bake)]

new TexXSIFlagstone()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color2 (Texture)
color1 (Texture)
mortar_width (TextureFloat)
scale (Color) : UVW coordinates scale

TexXSIGradient

Deprecated. Use TexRamp or TexGradRamp. [gpuSupport=(bake)]

new TexXSIGradient()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1 (Texture)
color2 (Texture)
color3 (Texture)
color4 (Texture)
color5 (Texture)
color6 (Texture)
color7 (Texture)
color8 (Texture)
pos_color1 (float)
pos_color2 (float)
pos_color3 (float)
pos_color4 (float)
pos_color5 (float)
pos_color6 (float)
pos_color7 (float)
pos_color8 (float)
gradient_type (int) : Gradient type: 0 (Vertical), 1(Horizontal), 2(Radial Wave), 3(RadialRainbow), 4(DiagonalDown), 5(DiagonalUp)
invert_direction (boolean) : Inverts gradient directions if true
clip (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
alpha_output (boolean) : If true, copies the gradient's alpha channel into the RGB channels, creating a grayscale image.
alpha_factor (TextureFloat) : Determines the factor by which the Alpha is multiplied when it is copied into the RGB channels
input (float) : Especially for XSI Gradient Mixer, when input type is scalar

TexXSIHLSAdjust

Deprecated. [gpuSupport=(none)]

new TexXSIHLSAdjust()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
xsi_color (Texture) : Input texture
master_h (float) : master hue
master_l (float) : master lightness
master_s (float) : master saturation
red_h (float) : red hue
red_l (float) : red lightness
red_s (float) : red saturation
green_h (float) : green hue
green_l (float) : green lightness
green_s (float) : green saturation
blue_h (float) : blue hue
blue_l (float) : blue lightness
blue_s (float) : blue saturation
cyan_h (float) : cyan hue
cyan_l (float) : cyan lightness
cyan_s (float) : cyan saturation
yellow_h (float) : yellow hue
yellow_l (float) : yellow lightness
yellow_s (float) : yellow saturation
magenta_h (float) : yellow hue
magenta_l (float) : yellow lightness
magenta_s (float) : yellow saturation

TexXSIIntensity

Deprecated. Use TexLuminance. [gpuSupport=(none)]

new TexXSIIntensity()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
xsi_color (Texture) : Color or Texture
factor (float) : multiply factor

TexXSILayered

Deprecated. Use TexLayered. [gpuSupport=(none)]

new TexXSILayered()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
textures (List<Texture>)
mask_textures (List<TextureFloat>)
mask_modes (List<int>) : Combination of following 0:NoMask, 1:InvertMask, 2:MaskConnectionPoint, 4:InputAlphaMask, 8:IntensityMask, 16:ThresholdMask
blend_modes (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
alpha (TextureFloat)
weights (List<float>) : Weight list
maskthresholds (List<float>) : Layer threshold list

TexXSIMulti

Deprecated. Use TexMulti. [gpuSupport=(none)]

new TexXSIMulti()
Properties
textures (List<TextureFloat>) : A list of float textures
ids_list (List<int>) : A list of material IDs

TexXSINormalMap

Deprecated. [gpuSupport=(bake)]

new TexXSINormalMap()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
xsi_color (Texture) : Color or Texture
tangents (Texture) : Vertex color map
dir_tex (Texture) : Direction texture of type (r, 0, 0)
TangentsAreUnbiased (int) : Unbiased Tangents

TexXSIRGBAKeyer

Deprecated. [gpuSupport=(none)]

new TexXSIRGBAKeyer()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
xsi_color (Texture) : Input texture
min_thresh (Texture) : Minimum threshold
max_thresh (Texture) : Maximum threshold
inrange (Texture) : Color if in range
outrange (Texture) : Color if outside range
alpha (int) : Include alpha

TexXSIRipple

Deprecated. [gpuSupport=(bake)]

new TexXSIRipple()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1 (Texture)
color2 (Texture)
Amplitude (TextureFloat)
Origin (Vector)
Time (TextureFloat)
Frequency (TextureFloat)
Decay (TextureFloat)
Group_Velocity (TextureFloat)
Phase_Velocity (TextureFloat)
Spread_Start (TextureFloat)
Spread_Rate (TextureFloat)

TexXSIRock

Deprecated. Use TexRock. [gpuSupport=(bake)]

new TexXSIRock()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1_tex (Texture)
color2_tex (Texture)
grain_size (TextureFloat)
diffusion (TextureFloat)
mix_ratio (TextureFloat)

TexXSIScalar2Color

Deprecated. Use Float3ToAColor. [gpuSupport=(none)]

new TexXSIScalar2Color()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
clr_txt (Texture) : Scalar2Color will be calculated on the base of a color or float texture
float_txt (TextureFloat) : Specifies the input scalar value (value between 0 and 1) to be copied to RGB channels
alpha (float) : Specifies the input scalar value to be copied to the alpha channel of the output

TexXSIScalarInvert

Deprecated. Use TexInvertFloat. [gpuSupport=(none)]

new TexXSIScalarInvert()
Properties
input (TextureFloat) : Specifies the input value to be inverted

TexXSISnow

Deprecated. Use TexSnow. [gpuSupport=(bake)]

new TexXSISnow()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
snow_col (Texture)
surface_col (Texture)
threshold (TextureFloat)
depth_decay (TextureFloat)
thickness (TextureFloat)
randomness (TextureFloat)
rand_freq (TextureFloat)

TexXSIVein

Deprecated. [gpuSupport=(bake)]

new TexXSIVein()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
color1 (Texture)
color2 (Texture)
complexity (TextureFloat)
thickness (TextureFloat)
falloff (TextureFloat)
sharpness (TextureFloat)
intensity (TextureFloat)
time (TextureFloat)
scale (Color) : UVW coordinates scale

TexXSIVertexColorLookup

Deprecated. [gpuSupport=(none)]

new TexXSIVertexColorLookup()
Properties
channel (int) : The channel number * 3 + a number indicating which of the x,y or z values are used.
factor (float) : Weight multiplication factor
weight_min (float) : Minimum weight (w/o factor)
weight_max (float) : Minimum weight (w/o factor)

TexXSIWeightmapColorLookup

Deprecated. Similar to TexUVW + TexAColorChannel. [gpuSupport=(none)]

new TexXSIWeightmapColorLookup()
Properties
channel (int) : The channel number * 3 + a number indicating which of the x,y or z values are used.
factor (float) : Weight multiplication factor
weight_min (float) : Minimum weight (w/o factor)
weight_max (float) : Minimum weight (w/o factor)

TexXSIWeightmapLookup

Deprecated. Similar to TexUVW + TexAColorChannel. [gpuSupport=(none)]

new TexXSIWeightmapLookup()
Properties
channel (int) : The channel number * 3 + a number indicating which of the x,y or z values are used.
factor (float) : Weight multiplication factor
weight_min (float) : Minimum weight (w/o factor)
weight_max (float) : Minimum weight (w/o factor)

TexXSIWood

Deprecated. Use TexWood. [gpuSupport=(bake)]

new TexXSIWood()
Properties
compatibility_with (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, ...
alpha_from_intensity (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
invert (boolean) : If true, the resulting texture color will be inverted (complementary)
invert_alpha (boolean) : If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
color_mult (Texture) : A multiplier for the texture color
color_offset (Texture) : An additional offset for the texture color
alpha_mult (TextureFloat) : A multiplier for the texture alpha
alpha_offset (TextureFloat) : An additional offset for the texture alpha
nouvw_color (Texture) : The color when there are no valid uvw coordinates
color (OutputTexture) : The resulting color
out_transparency (OutputTexture) : The resulting transparency
out_alpha (OutputTextureFloat) : The resulting alpha
out_intensity (OutputTextureFloat) : The resulting intensity
uvwgen (Plugin) : The uvw generator for the texture
placement_type (int) : The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
u (float) : U coordinate of the valid texture sector
v (float) : V coordinate of the valid texture sector
w (float) : Width of the valid texture sector
h (float) : Height of the valid texture sector
jitter (float) : Amount of random placement variation
tile_u (boolean) : If true there is horizontal tiling
tile_v (boolean) : If true there is vertical tiling
uv_noise_on (boolean) : If true the noise is enabled.
uv_noise_animate (boolean) : If true the noise is animated. Use "UV noise phase" to animate the noise.
uv_noise_amount (float) : UV noise amount
uv_noise_levels (float) : UV noise iterations
uv_noise_size (float) : UV noise size
un_noise_phase (float) : UV noise phase
filler_color_tex (Texture)
vein_color_tex (Texture)
vein_spread (TextureFloat)
grain_color_tex (Texture)
grain_bias (TextureFloat)
grain_size (TextureFloat)
grain_density (TextureFloat)
wobbly_struct (boolean)
age (TextureFloat)
layer_size (TextureFloat)
randomness (TextureFloat)
center_u (TextureFloat)
center_v (TextureFloat)
ratio (TextureFloat)
complexity (TextureFloat)
u_amp (TextureFloat)
v_amp (TextureFloat)
frequency (Vector)
absolute (boolean)

TransformToTex

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)]

new TransformToTex()
Properties
input (TextureTransform)

TrimmingRegion

Geometry source plugin. Defines a smooth NURBS surface using NURBSCurve objects. [gpuSupport=(none)]

new TrimmingRegion()
Properties
innerCurves (List<Plugin>) : List of NURBSCurve objects - the inner curves for the trimming region
outerCurve (Plugin) : A NURBSCurve object - the outer curve for the trimming region

TrimmingRegionsComplex

Used by GeomStaticNURBS to trim parts of the surface. [gpuSupport=(none)]

new TrimmingRegionsComplex()
Properties
count (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
cvs (List<float>) : List containg pairs of (u, v) coordinates of control vertices for all the curves
knots (List<float>) : List containing the knot values for all the curves

UVWGenBercon

Bercon textures UVW generator [gpuSupport=(full)]

new UVWGenBercon()
Properties
offset_x (float) : the X offset
offset_y (float) : the Y offset
offset_z (float) : the Z offset
size_x (float) : X size
size_y (float) : Y size
size_z (float) : Z size
angle_x (float) : X angle
angle_y (float) : Y angle
angle_z (float) : Z angle
tile_x (int) : X tiles
tile_y (int) : Y tiles
tile_z (int) : Z tiles
offset_x2 (TextureFloat) : second X offset
offset_y2 (TextureFloat) : second Y offset
offset_z2 (TextureFloat) : second Z offset
size_x2 (TextureFloat) : second X size
size_y2 (TextureFloat) : second Y size
size_z2 (TextureFloat) : second Z size
angle_x2 (TextureFloat) : second X angle
angle_y2 (TextureFloat) : second Y angle
angle_z2 (TextureFloat) : second Z angle
xyz_lock (int) : XYZ Lock
seed (int) : Seed
rand_mat (int) : Random by material
rand_obj (int) : Random by object
rand_par (int) : Random by particle
map (int) : Mapping type
channel (int) : Mapping channel
filtering (float) : filtering
mode_2d (int) : 2D mode
cam_space (boolean) : Calculations in camera space

UVWGenChannel

The most common UVW generator plugin. Uses one of the map channels from a mesh plugin and optionally transforms the UVs. [gpuSupport=(partial)]

new UVWGenChannel()
Properties
uvw_transform (Transform) : Initial transformation on the uvw coordinates, before mirror, crop etc
uvw_transform_tex (TextureTransform) : A texture overriding uvw_transform
tex_transform (Transform) : Final transformation on the resulting uvw coordinates, after mirror, crop etc
nsamples (int) : Number of uvw transform samples for motion blur
wrap_u (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_v (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_w (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
crop_u (int) : 1 to crop in the u-direction
crop_v (int) : 1 to crop in the v-direction
crop_w (int) : 1 to crop in the w-direction
coverage (Vector) : Coverage
uvw_coords (OutputTextureVector) : The uvw coordinates for the specified channel at the current shading point
wrap_mode (int) : Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
duvw_scale (float) : Additional scale factor for the texture derivatives
uvw_channel (int) : Index of the mapping channel to use (from GeomStaticMesh::map_channels). The special value -1 takes the first available channel.
uvwgen (Plugin) : Optional UVWGen from which the initial uvw coordinates will be taken, instead of the surface point
use_double_sided_mode (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.

UVWGenEnvironment

UVW generator to be used for environment maps of cubic, spherical and other types [gpuSupport=(partial)]

new UVWGenEnvironment()
Properties
uvw_matrix (Matrix) : Transformation of the input directions. This effectively rotates the environment.
uvw_transform (Transform) : Transformation of the resulting UVW coordinates
mapping_type (String) : One of "angular", "cubic", "spherical", "mirror_ball", "screen", "max_spherical", "spherical_vray", "max_cylindrical" or "max_shrink_wrap"
wrap_u (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_v (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_w (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
crop_u (int) : 1 to crop in the u-direction
crop_v (int) : 1 to crop in the v-direction
crop_w (int) : 1 to crop in the w-direction
duvw_scale (float) : Additional scale factor for the texture derivatives
ground_on (int) : When on, project the environment from the "bottom" hemisphere to the ground plane
ground_position (Vector) : Ground projection center position when ground_on=1
ground_radius (float) : Radius of the projection plane around ground_position for which to project

UVWGenExplicit

UVW generator that uses UVW values from a color texture or separate grayscale textures [gpuSupport=(partial)]

new UVWGenExplicit()
Properties
u (TextureFloat) : Explicit U input to replace the U value from shaded geometry
v (TextureFloat) : Explicit V input to replace the V value from shaded geometry
w (TextureFloat) : Explicit W input to replace the W value from shaded geometry
uvw (Texture) : Explicit UVW input to replace the UVW value from shaded geometry
useSeparateParams (int) : Choose which inputs to use (0 - Auto, 1 - "uvw", 2 - "u"/"v"/"w")
user_attribute_scale_enabled (boolean) : Enables the additional scaling by the '__vray_uvwscale' user attribute from objects.

UVWGenMaxPointCloud

UVW generator which gets the data from particles and user attributes, for 3dsMax compatibility [gpuSupport=(partial)]

new UVWGenMaxPointCloud()
Properties
uvw_transform (Transform) : Initial transformation on the uvw coordinates, before mirror, crop etc
uvw_transform_tex (TextureTransform) : A texture overriding uvw_transform
tex_transform (Transform) : Final transformation on the resulting uvw coordinates, after mirror, crop etc
nsamples (int) : Number of uvw transform samples for motion blur
wrap_u (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_v (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_w (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
crop_u (int) : 1 to crop in the u-direction
crop_v (int) : 1 to crop in the v-direction
crop_w (int) : 1 to crop in the w-direction
coverage (Vector) : Coverage
uvw_coords (OutputTextureVector) : The uvw coordinates for the specified channel at the current shading point
wrap_mode (int) : Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
duvw_scale (float) : Additional scale factor for the texture derivatives

UVWGenMayaPlace2dTexture

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)]

new UVWGenMayaPlace2dTexture()
Properties
uvw_channel (int) : Index of the mapping channel to use (from GeomStaticMesh::map_channels).
uvw_channel_tex (TextureInt) : Used when more than one mesh has UV linking specified for this 2d placement. If present will override uvw_channel.
uvwgen (Plugin) : Optional UVWGen from which the initial uvw coordinates will be taken, instead of the surface point
coverage_u (float) : U values are remapped to 1.0/coverage_u
coverage_u_tex (TextureFloat) : U values are remapped to 1.0/coverage_u
coverage_v (float) : V values are remapped to 1.0/coverage_v
coverage_v_tex (TextureFloat) : V values are remapped to 1.0/coverage_v
translate_frame_u (float) : Translate the frame in U direction after applying rotate_frame (and before wrap, coverage, clamp)
translate_frame_u_tex (TextureFloat) : Translate the frame in U direction after applying rotate_frame (and before wrap, coverage, clamp)
translate_frame_v (float) : Translate the frame in V direction after applying rotate_frame (and before wrap, coverage, clamp)
translate_frame_v_tex (TextureFloat) : Translate the frame in V direction after applying rotate_frame (and before wrap, coverage, clamp)
rotate_frame (float) : Rotate the frame after applying UV noise
rotate_frame_tex (TextureFloat) : Rotate the frame after applying UV noise
mirror_u (boolean) : If true, every other tile outside the [ 0;1 ] range will be mirrored in U
mirror_v (boolean) : If true, every other tile outside the [ 0;1 ] range will be mirrored in V
wrap_u (boolean) : If true, U values outside the [ 0;1 ] range will wrap back to [ 0;1 ]
wrap_v (boolean) : If true, V values outside the [ 0;1 ] range will wrap back to [ 0;1 ]
stagger (boolean) : If true, tiles in the V direction will add +0.5 to the U value for a 'staggering' effect
clamp_u (boolean) : Clamp the 'U' coordinate when accessing texture coordinate outside the [ 0,1 ] range
clamp_v (boolean) : Clamp the 'V' coordinate when accessing texture coordinate outside the [ 0,1 ] range
repeat_u (float) : Multiplier for U values
repeat_u_tex (TextureFloat) : Multiplier for U values
repeat_v (float) : Multiplier for V values
repeat_v_tex (TextureFloat) : Multiplier for V values
offset_u (float) : Offset added to U before mirroring (after wrap, coverage, clamp)
offset_u_tex (TextureFloat) : Offset added to U before mirroring (after wrap, coverage, clamp)
offset_v (float) : Offset added to V before mirroring (after wrap, coverage, clamp)
offset_v_tex (TextureFloat) : Offset added to V before mirroring (after wrap, coverage, clamp)
rotate_uv (float) : Rotate the UVs after mirroring
rotate_uv_tex (TextureFloat) : Rotate the UVs after mirroring
noise_u (float) : Noise magnitude multiplier in U direction
noise_u_tex (TextureFloat) : Noise magnitude multiplier in U direction
noise_v (float) : Noise magnitude multiplier in V direction
noise_v_tex (TextureFloat) : Noise magnitude multiplier in V direction
nsamples (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.
uv_set_name (String) : The name of the uv channel that should be used.

UVWGenModo

UVW generator for V-Ray for Modo [gpuSupport=(partial)]

new UVWGenModo()
Properties
uv_set_name (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.
uv_set_index (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.
uvwgen (Plugin) : Optional UVWGen from which the initial uvw coordinates will be taken, instead of using 'uv_set_name'.
uvwgen_has_local_tm (boolean) : When set to false uvwgen->getLocalUVWTransform must not be used, instead uvwgen->getUVW must be used.
tile_mode_u (int) : Horizontal tiling mode.
tile_mode_v (int) : Vertical tiling mode.
repeat_u (float) : How many times to repeat the UV space horizontally.
repeat_v (float) : How many times to repeat the UV space vertically.
rotation (float) : Rotation of the UV space in radians.
texture_offset_tex (Texture) : The color value of this texture is added to the generated UVW coordinates.
texture_offset_random (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.
texture_offset_amplitude (float) : Multiplier for the values in the 'texture_offset' texture.
uv_matrix (Matrix) : These are the m00...m22 channels from MODO. The matrix is in row-major order.
cylindrical_base_uvwgen (boolean) : The cylindrical projection applies the repeat_u/repeat_v options a little differently.
legacy_uv_rotation (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.
gpu_override (int) : When enabled uv_set_name, uv_set_index and uvwgen are ignored.
gpu_override_transform (Transform) : Additional transformation used only when gpu_override is not 0.

UVWGenObject

UVW generator that uses the object space coordinates of the shaded point as UVW values [gpuSupport=(partial)]

new UVWGenObject()
Properties
uvw_transform (Transform) : Transformation applied to the original UVW values from the geometry
duvw_scale (float) : Additional scale factor for the texture derivatives

UVWGenObjectBBox

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)]

new UVWGenObjectBBox()
Properties
uvw_transform (Transform) : Initial transformation on the uvw coordinates, before mirror, crop etc
uvw_transform_tex (TextureTransform) : A texture overriding uvw_transform
tex_transform (Transform) : Final transformation on the resulting uvw coordinates, after mirror, crop etc
nsamples (int) : Number of uvw transform samples for motion blur
wrap_u (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_v (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_w (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
crop_u (int) : 1 to crop in the u-direction
crop_v (int) : 1 to crop in the v-direction
crop_w (int) : 1 to crop in the w-direction
coverage (Vector) : Coverage
uvw_coords (OutputTextureVector) : The uvw coordinates for the specified channel at the current shading point
wrap_mode (int) : Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
duvw_scale (float) : Additional scale factor for the texture derivatives

UVWGenPlanarWorld

UVW generator that uses the world space coordinates of the shaded point as UVW values [gpuSupport=(partial)]

new UVWGenPlanarWorld()
Properties
uvw_transform (Transform) : Initial transformation on the uvw coordinates, before mirror, crop etc
uvw_transform_tex (TextureTransform) : A texture overriding uvw_transform
tex_transform (Transform) : Final transformation on the resulting uvw coordinates, after mirror, crop etc
nsamples (int) : Number of uvw transform samples for motion blur
wrap_u (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_v (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_w (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
crop_u (int) : 1 to crop in the u-direction
crop_v (int) : 1 to crop in the v-direction
crop_w (int) : 1 to crop in the w-direction
coverage (Vector) : Coverage
uvw_coords (OutputTextureVector) : The uvw coordinates for the specified channel at the current shading point
wrap_mode (int) : Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
duvw_scale (float) : Additional scale factor for the texture derivatives

UVWGenProjection

UVW generator that applies the chosen projection type to the world or object space coordinates of the shaded point [gpuSupport=(partial)]

new UVWGenProjection()
Properties
uvw_transform (Transform) : Initial transformation on the uvw coordinates, before applying the mapping type and other parameters
uvw_transform_tex (TextureTransform) : A texture overriding uvw_transform
tex_transform (Transform) : Final transformation on the resulting uvw coordinates, after applying the mapping type and other parameters
type (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
compatibility_with (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, ...
u_angle (float) : The angle that corresponds to U=1 for spherical mapping
v_angle (float) : The angle that corresponds to V=1 for spherical mapping
camera_settings (Plugin) : SettingsCamera plugin used for the 'perspective' mapping type
camera_view (Plugin) : RenderView plugin used for the 'perspective' mapping type
fitfill (int) : 0 - Fit fill; 1 - Horizontal; 2 - Vertical;
fittype (int) : 0 - None; 1 - Match camera film gate; 2 - Match camera resolution;
bitmap (Plugin) : If we are projecting a bitmap, this is the bitmap's buffer, we need it to implement vertical/horizontal fit
film_gate_w (float) : Film gate width for 'perspective' mapping type
film_gate_h (float) : Film gate height for 'perspective' mapping type
hide_backface (boolean) : Determine whether to project on back faces of polygons when in perspective mode
hide_occluded (boolean) : Determine whether to project on occluded points when in perspective mode
object_space (boolean) : If true the projection will be applied in the object space of the currently shaded geometry.
include_overscan (boolean) : True to include camera overscan in perspective mode.
nsamples (int) : Number of uvw transform samples for motion blur
direction (int) : Direction of projection for planar, spherical and cylindrical projections (0 - both; 1 - forward; 2 - backward)
wrap_u (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_v (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_w (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
crop_u (int) : 1 to crop in the u-direction
crop_v (int) : 1 to crop in the v-direction
crop_w (int) : 1 to crop in the w-direction
rest_position_tex (Texture) : Texture to be used as reference vertices for projections. Usually TexUserColor sampling geometry map channel. For V-Ray GPU only TexUserColor is considered.
rest_normal_tex (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.
use_reference_points (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.
user_attribute_scale_enabled (boolean) : Enables the additional scaling by the '__vray_uvwscale' user attribute from objects.

UVWGenRandomizer

Randomizes UVW of input UVWGen depending on various parameters [gpuSupport=(full)]

new UVWGenRandomizer()
Properties
input (Plugin) : The input UVWGen
mode (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.
seed (int) : The user seed
seed_tex (TextureInt) : The user seed from int texture
variance_u_min (float) : The minimum of the U offset variance range
variance_u_max (float) : The maximum of the U offset variance range
variance_u_steps (float) : The number of steps in the U offset variance range
variance_v_min (float) : The minimum of the V offset variance range
variance_v_max (float) : The maximum of the V offset variance range
variance_v_steps (float) : The number of steps in the V offset variance range
variance_rot_min (float) : The minimum of the rotation variance range, in degrees
variance_rot_max (float) : The maximum of the rotation variance range, in degrees
variance_rot_steps (float) : The number of steps in the rotation variance range
variance_uscale_min (float) : The minimum of the U scale variance range, in percent
variance_uscale_max (float) : The maximum of the U scale variance range, in percent
variance_uscale_steps (float) : The number of steps in the U scale variance range
variance_vscale_min (float) : The minimum of the V scale variance range, in percent
variance_vscale_max (float) : The maximum of the V scale variance range, in percent
variance_vscale_steps (float) : The number of steps in the V scale variance range
variance_vscale_unlocked (int) : Whether the V scale has variance or is the same as U scale
variance_u_flip (boolean) : Whether to flip U randomly
variance_v_flip (boolean) : Whether to flip V randomly
tile_blend (float) : The edge blending factor between tiles when stochastic tiling is enabled
wrap_u (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_v (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
crop_u (int) : 1 to crop in the u-direction
crop_v (int) : 1 to crop in the v-direction
wrap_mode (int) : Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary

UVWGenSelect

UVW generator that redirects to a UVW generator instance attached to a Node [gpuSupport=(none)]

new UVWGenSelect()
Properties
uvwgen_id (String) : Selector string ID that will be searched for in the intersected geometry instance.
uvw_transform (Transform) : Additional transform to be applied over the resolved UVW coordinates.
uvwgen (Plugin) : Optional UVWGen to be used as default if the uvwgen_id could not be resolved.

UVWGenSwitch

UVW generator that chooses from a list of other generators based on which scene object is being shaded [gpuSupport=(partial)]

new UVWGenSwitch()
Properties
nodes (List<Plugin>) : List of geometric objects
uvwgens (List<Plugin>) : A list of UVWGen plugins for the respective elements in the 'nodes' list
default (Plugin) : A default UVWGen used if the shaded node is not in the list

VolumeAerialPerspective

Simulates atmospheric haze. Works together with SunLight and TexSky. Does not cause shadowing and does not scatter light - use VolumeScatterFog for that. [gpuSupport=(full)]

new VolumeAerialPerspective()
Properties
sun (Plugin) : If specified, all parameters are taken from the specified sun. Otherwise, default values are used. Make sure to specify this.
enabled (boolean) : If 'false', disable the rendering of the aerial perspective effect.
distance (float) : View distance inside the fog (until it becomes less than 10% see through).
atm_height (float) : Height of the atmospheric layer.
inscat_mult (float) : Multiplier for the "inscattered light" component of the aerial persective.
affect_env (boolean) : Specify whether aerial perspective is applied to environment rays.
affect_bg (boolean) : Specify whether aerial perspective is applied to the background.
filter_color (Color) : Filter color for the fog. Note that fog color depends on the color of the sky.
primary_visibility (boolean) : Specifies wheather the effect is aplied to camera rays (doesn't affect secondary rays).
affect_alpha (boolean) : Whether the alpha channel is affected

VolumeChannels

This plugin allows adding material select render channels to any volume plugin [gpuSupport=(none)]

new VolumeChannels()
Properties
base_volume (Plugin) : A volumetric plugin to use with material select render channels
channels (List<Plugin>) : Render channels the result of this volume will be written to

VolumeFog

Simple attenuating volume fog. This does not produce light scattering. To get light scattering use VolumeScatterFog. [gpuSupport=(none)]

new VolumeFog()
Properties
emission (Color) : Fog emission color (makes the fog appear glowing)
color (Color) : Fog transmission color
color_tex (Texture) : Fog color texture map. Overrides 'color'.
color_mult (float) : Fog color exponent multiplier
ior (float) : The index of refraction for the volume
bias (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.
closed_volume (boolean) : If true, the fog will shade only closed volumes.

VolumeMulti

This plugin combines the result of several volumetric plugins [gpuSupport=(none)]

new VolumeMulti()
Properties
volumes (List<Plugin>) : List of volumetric shaders to apply together

VolumeScatterFog

Light-scattering volume fog. Uniform across the scene. [gpuSupport=(none)]

new VolumeScatterFog()
Properties
emission (Color) : Fog emission color (makes the fog appear glowing)
color (Color) : Fog transmission color
color_tex (Texture) : Fog color texture map. Overrides 'color'.
color_mult (float) : Fog color exponent multiplier
ior (float) : The index of refraction for the volume
bias (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.
closed_volume (boolean) : If true, the fog will shade only closed volumes.
subdivs (int) : Subdivs for the scattering samples
thickness (float) : Maximum distance to trace into the objects
light_mult (float) : Multiplier for the sss effect
scatter_coeff (float) : Scatter coefficient (0.0 is full scattering; 1.0 is purely directional)
scatter_direction (float) : Scatter direction (0.0 is forward away from the viewer; 1.0 is backward towards the viewer)
scatter_levels (int) : Maximum number of scattering bounces
environment_fog (boolean) : true if this is environment fog and false if it is inside an object

VolumeVRayToon

Renders cartoon style contours on all meshes (by default) or using an include/exclude list [gpuSupport=(none)]

new VolumeVRayToon()
Properties
toonChannelsOnly (boolean) : Apply only to toon render channels.
widthType (int) : 0:Pixels; 1:World
lineColor (Color) : The outer color of the cartoon line.
lineColor_tex (Texture) : The outer color texture of the cartoon line.
lineWidth (float) : Cartoon line width.
lineWidth_tex (TextureFloat) : Cartoon line width texture.
innerLineControl (boolean) : Use same lineColor/Width param values for both silhouette and inner edges.
lineColorInner (Color) : The color of the cartoon line at inner edges.
lineColorInner_tex (Texture) : The color of the cartoon line at inner edges.
lineWidthInner (float) : Cartoon line width of inner lines.
lineWidthInner_tex (TextureFloat) : Cartoon line width texture at inner edges.
opacity (float) : Opacity of the cartoon line.
opacity_tex (TextureFloat) : Opacity texture of the cartoon line.
outerOverlapThreshold (float) : This determines when outer edges will be created for overlapping parts of one and the same object.
compensateExposure (boolean) : Compensate V-Ray physical camera exposure.
materialEdges (boolean) : Draw contours on material boundaries
hideInnerEdges (boolean) : True : show outlines and not interior edges, false : show all edges.
normalThreshold (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.
overlapThreshold (float) : This determines when inner edges will be created for overlapping parts of one and the same object.
doSecondaryRays (boolean) : True : show toon lines in reflections/refractions. Note that this may increase render times.
traceBias (float) : This parameter depends on the scale of your scene.
distortion_tex (TextureFloat) : This works like a bump map - a simple constant value won't do, you need to connect a texture.
excludeList (List<Plugin>) : Specifies which objects will be affected by the VRayToon atmospheric.
excludeType (boolean) : True : apply toon effect only to objects in excludeList; false : apply toon effect to all objects out of excludeList.
depthCurveOn (boolean) : Enable depth-based line width.
minDepth (float) : Minimum depth.
maxDepth (float) : Maximum depth.
depthCurvePositions (List<float>)
depthCurveInterpolations (List<int>)
depthCurveValues (List<TextureFloat>) : Curve controlling the line width based on depth.
depthCurveExternal (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.
angularCurveOn (boolean) : Enable view angle-based line width.
angularCurvePositions (List<float>)
angularCurveInterpolations (List<int>)
angularCurveValues (List<TextureFloat>) : Curve controlling the line width based on view angle.
angularCurveExternal (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.
compatibilityMode (int) : 0:V-Ray 3; 1:V-Ray Next
toonMaterialOnly (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

volumeXSIMulti

Deprecated. Use VolumeMulti. [gpuSupport=(none)]

new volumeXSIMulti()
Properties
volumes (List<Plugin>) : A list of volume plugins
ids_list (List<int>) : A list of material IDs

VRayClipper

This plugin clips other geometries with a plane or custom shape [gpuSupport=(partial)]

new VRayClipper()
Properties
enabled (boolean) : Enable the clipper
affect_light (boolean) : If enabled, the clipper will affect area light sources as well.
only_camera_rays (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.
clip_lights (boolean) : Enables or disables the clipping of lights geometry (for example a mesh light).
fill_cavities (boolean) : When ON holes in geometry inside other geometries will be filled
use_obj_mtl (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.
set_material_id (boolean) : If true, material_id will be used when shading clipped parts
material_id (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.
exclusion_nodes (List<Plugin>) : List of node plugins to consider for inclusion/exclusion
exclusion_mode (boolean) : false to include the nodes listed, true to exclude the nodes listed.
transform (Transform) : Transformation for the clipping plane/mesh
material (Plugin) : Material for shading the surfaces created by clipping
object_id (int) : The object ID assigned to geometry that is clipped by the clipper. This is used only when there is no clip mesh specified.
clip_mesh (Plugin) : Mesh plugin to use as a clipping mesh instead of a simple plane.
invert_inside (int) : Specifies the boolean operation to perform: 0 - intersection, 1 - substraction(scene - clip_mesh).

VRayDecal

The decal plugin for specifying various decal parametersgpuSupport=(full)

new VRayDecal()
Properties
exclusion_nodes (List<Plugin>) : List of node plugins to consider for inclusion/exclusion.
exclusion_mode (boolean) : true to include the nodes listed, false to exclude the nodes listed.
enabled (boolean) : true enable the plugin, false to disable it.
transform (Transform) : Transformation for the decal box.
material (Plugin) : Material for shading the decal.
width (float) : The width of the decal box.
length (float) : The length of the decal box.
height (float) : The height of the decal box.
height_offset (float) : Offset of the decal projection in percent relative to the decal height
mask (Texture) : The texture to evaluate for the opacity mask.
normal_angle (float) : The angle between the decal normal and the geometry normal before fading starts.
z_order (int) : The z order of the decal. Highest order is on top.
fade_on (int) : Whether fading by normal angle is enabled.
fade_angle (float) : The normal angle to fade to.
project_on_back (boolean) : Whether to project the decal on the backs of surfaces
displacement_tex_color (Texture) : The texture to evaluate for the displacement.
displacement_ignore_original (boolean) : Whether to ignore the original surface displacement
override_user_attributes (boolean) : Whether the decal should override the user attributes of the surfaces it's projected on
decal_only_bump (boolean) : True if the decal should override the original surface's bump, false if it should preserve it
orig_bump_amount (float) : The amount of the surface's original bump that should be preserved
bend (float) : The bend angle in degrees from 0 to 360
nsamples (int) : Number of transform samples for motion blur
user_attributes (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
user_attributes_bin (List<int>) : Serialized user attributes (refer to BinUserAttributesWriter).
objectID (int) : Object ID for the rendering
scene_name (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.

VRayObjectProperties

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)]

new VRayObjectProperties()
Properties
render_stats_use (boolean) : Use RenderStats properties.
wrapper_use (boolean) : Use Wrapper properties.
camera_visibility (boolean) : Whether the object is visible from the camera (camera rays)
reflections_visibility (boolean) : Whether the object is visible in reflections
refractions_visibility (boolean) : Whether the object is visible in refractions
gi_visibility (boolean) : Whether the object is visible to GI (generating and receiving)
shadows_visibility (boolean) : Whether the object casts shadows (visible to lights for shadow rays)
shadows_receive (boolean) : Whether the object receives shadows
visibility (float) : Overall visibility
use_irrad_map (boolean) : Allow enable/disable of irradiance map per surface.
generate_gi (float) : Controls the GI generated by the material.
receive_gi (float) : Controls the GI received by the material.
generate_caustics (float) : Controls the caustics generated by the material.
receive_caustics (float) : Controls the caustics received by the material.
alpha_contribution (float) : The contribution of the resulting color to the alpha channel.
matte_surface (boolean) : Makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
shadows (boolean) : Turn this on to make shadows visible on the matte surface.
affect_alpha (boolean) : Turn this on to make shadows affect the alpha contribution of the matte surface.
shadow_tint_color (Color) : Tint for the shadows on the matte surface.
shadow_brightness (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.
reflection_amount (float) : Shows the reflections of the base material.
refraction_amount (float) : Shows the refractions of the base material.
gi_amount (float) : Determines the amount of gi shadows.
no_gi_on_other_mattes (boolean) : This will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
matte_for_secondary_rays (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
gi_surface_id (int) : If two objects have different GI surface ids, the light cache samples of the two objects will not be blended.
gi_quality_multiplier (float) : This is a multiplier for the subdivisions of all secondary ray tracing done for the particular surface.
maya_background_shader_compatibility (boolean) : Setting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won't be seen.
alpha_contribution_tex (TextureFloat) : Same as alpha_contribution but used for the Maya's useBackground shader which supports textures as alpha contribution
shadow_brightness_tex (TextureFloat) : Same as shadow_brightness but used for the Maya's useBackground shader which supports textures as shadow brightness
reflection_filter_tex (Texture)
trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
channels (List<Plugin>) : Render channels the result of this BRDF will be written to
generate_render_elements (boolean) : Setting this to false makes objects to not affect the render elements.
reflection_exclude (List<Plugin>) : A list of plugins that will be excluded from reflections.
reflection_list_is_inclusive (boolean) : Setting this to true will turn the reflection exclude list into inclusive (inverted).
refraction_exclude (List<Plugin>) : A list of plugins that will be excluded from refractions.
refraction_list_is_inclusive (boolean) : Setting this to true will turn the refraction exclude list into inclusive (inverted).

VRayScene

V-Ray Scene (*.vrscene) stand-in plugins

new VRayScene()
Properties
filepath (String) : Path to a *.vrscene file
transform (Transform) : Additional transform for the whole scene
use_transform (boolean) : Whether to use the additional "transform" parameter
add_nodes (boolean) : Add nodes from the included files
add_lights (boolean) : Add lights from the included files
anim_override (boolean) : Override animation settings
anim_speed (float) : Animation playback speed
anim_type (int) : Animation playback type (0 - Loop; 1 - Once; 2 - Ping-Pong; 3 - Still)
anim_offset (float) : Animation initial frame offset
anim_start (int) : Specifies the first frame of the animation sequence
anim_length (int) : Specifies the length of the animation sequence
material_override (Plugin) : Override material
hidden_objects (List<String>) : Plugin names list to hide
hidden_objects_inclusive (int) : Specifies if "hidden_objects" list is inclusive
disable (boolean) : Disable loader
objectID (int) : Object ID override
user_attributes_bin (int) : User attributes that will be added to generated nodes in serialized form (refer to BinUserAttributesWriter).
object_properties (Plugin) : Object properties.
mw_use (boolean) : Use MtlWrapper
mw_use_irrad_map (boolean) : Allow enable/disable of irradiance map per surface.
mw_generate_gi (float) : Controls the GI generated by the material.
mw_receive_gi (float) : Controls the GI received by the material.
mw_generate_caustics (float) : Controls the caustics generated by the material.
mw_receive_caustics (float) : Controls the caustics received by the material.
mw_alpha_contribution (float) : The contribution of the resulting color to the alpha channel.
mw_matte_surface (boolean) : Makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
mw_shadows (boolean) : Turn this on to make shadows visible on the matte surface.
mw_affect_alpha (boolean) : Turn this on to make shadows affect the alpha contribution of the matte surface.
mw_shadow_tint_color (Color) : Tint for the shadows on the matte surface.
mw_shadow_brightness (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.
mw_reflection_amount (float) : Shows the reflections of the base material.
mw_refraction_amount (float) : Shows the refractions of the base material.
mw_gi_amount (float) : Determines the amount of gi shadows.
mw_no_gi_on_other_mattes (boolean) : This will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
mw_matte_for_secondary_rays (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
mw_gi_surface_id (int) : If two objects have different GI surface ids, the light cache samples of the two objects will not be blended
mw_gi_quality_multiplier (float) : A multiplier for GI quality
mw_maya_background_shader_compatibility (boolean) : Setting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won't be seen.
mw_trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
mw_channels (List<Plugin>) : Render channels the result of this BRDF will be written to
mw_generate_render_elements (boolean) : Setting this to false makes objects to not affect the render elements.
mw_reflection_exclude (List<Plugin>) : A list of plugins that will be excluded from reflections.
mw_reflection_list_is_inclusive (boolean) : Setting this to true will turn the reflection exclude list into inclusive (inverted).
mw_refraction_exclude (List<Plugin>) : A list of plugins that will be excluded from refractions.
mw_refraction_list_is_inclusive (boolean) : Setting this to true will turn the refraction exclude list into inclusive (inverted).
mrs_use (boolean) : Use MtlRenderStats
mrs_camera_visibility (boolean) : Whether the object is visible from the camera (camera rays)
mrs_reflections_visibility (boolean) : Whether the object is visible in reflections
mrs_refractions_visibility (boolean) : Whether the object is visible in refractions
mrs_gi_visibility (boolean) : Whether the object is visible to GI (generating and receiving)
mrs_shadows_visibility (boolean) : Whether the object casts shadows (visible to lights for shadow rays)
mrs_shadows_receive (boolean) : Whether the object receives shadows
mrs_visibility (float) : Overall visibility
flip_axis (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
use_overrides (boolean) : Use runtime overrides
override_snippet (String) : Runtime plugin parameter overrides. A string in vrscene format.
override_filepath (String) : Runtime plugin parameter overrides. A path to an override file in vrscene format.
override_mtl_link (Plugin) : Placeholder for material used for overrides(could be MtlMulti). Needed only so that the material is linked to this plugin.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
preload_assets (boolean) : Performs early loading of the scene assets right after the scene is built
override_settings_options (boolean) : Override the additional options in the sequence render settings
override_render_elements (boolean) : Override the render channels
parser (List<Plugin>) : Custom scene parser
usd_root_path (String) : The USD stage mask, also known as the root path to import (only valid for USD scene)
apply_usd_meters_scale (int) : Determine if the UsdStage metersPerUnit metadata should be taken into account to automatically scale the scene

VRaySceneAsset

V-Ray Scene Asset (*.vrscene) stand-in plugins

new VRaySceneAsset()
Properties
filepath (String) : Path to a *.vrscene file
transform (Transform) : Additional transform for the whole scene
use_transform (boolean) : Whether to use the additional "transform" parameter
add_nodes (boolean) : Add nodes from the included files
add_lights (boolean) : Add lights from the included files
anim_override (boolean) : Override animation settings
anim_speed (float) : Animation playback speed
anim_type (int) : Animation playback type (0 - Loop; 1 - Once; 2 - Ping-Pong; 3 - Still)
anim_offset (float) : Animation initial frame offset
anim_start (int) : Specifies the first frame of the animation sequence
anim_length (int) : Specifies the length of the animation sequence
material_override (Plugin) : Override material
hidden_objects (List<String>) : Plugin names list to hide
hidden_objects_inclusive (int) : Specifies if "hidden_objects" list is inclusive
disable (boolean) : Disable loader
objectID (int) : Object ID override
user_attributes_bin (int) : User attributes that will be added to generated nodes in serialized form (refer to BinUserAttributesWriter).
object_properties (Plugin) : Object properties.
mw_use (boolean) : Use MtlWrapper
mw_use_irrad_map (boolean) : Allow enable/disable of irradiance map per surface.
mw_generate_gi (float) : Controls the GI generated by the material.
mw_receive_gi (float) : Controls the GI received by the material.
mw_generate_caustics (float) : Controls the caustics generated by the material.
mw_receive_caustics (float) : Controls the caustics received by the material.
mw_alpha_contribution (float) : The contribution of the resulting color to the alpha channel.
mw_matte_surface (boolean) : Makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
mw_shadows (boolean) : Turn this on to make shadows visible on the matte surface.
mw_affect_alpha (boolean) : Turn this on to make shadows affect the alpha contribution of the matte surface.
mw_shadow_tint_color (Color) : Tint for the shadows on the matte surface.
mw_shadow_brightness (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.
mw_reflection_amount (float) : Shows the reflections of the base material.
mw_refraction_amount (float) : Shows the refractions of the base material.
mw_gi_amount (float) : Determines the amount of gi shadows.
mw_no_gi_on_other_mattes (boolean) : This will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
mw_matte_for_secondary_rays (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
mw_gi_surface_id (int) : If two objects have different GI surface ids, the light cache samples of the two objects will not be blended
mw_gi_quality_multiplier (float) : A multiplier for GI quality
mw_maya_background_shader_compatibility (boolean) : Setting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won't be seen.
mw_trace_depth (int) : The maximum reflection depth (-1 is controlled by the global options)
mw_channels (List<Plugin>) : Render channels the result of this BRDF will be written to
mw_generate_render_elements (boolean) : Setting this to false makes objects to not affect the render elements.
mw_reflection_exclude (List<Plugin>) : A list of plugins that will be excluded from reflections.
mw_reflection_list_is_inclusive (boolean) : Setting this to true will turn the reflection exclude list into inclusive (inverted).
mw_refraction_exclude (List<Plugin>) : A list of plugins that will be excluded from refractions.
mw_refraction_list_is_inclusive (boolean) : Setting this to true will turn the refraction exclude list into inclusive (inverted).
mrs_use (boolean) : Use MtlRenderStats
mrs_camera_visibility (boolean) : Whether the object is visible from the camera (camera rays)
mrs_reflections_visibility (boolean) : Whether the object is visible in reflections
mrs_refractions_visibility (boolean) : Whether the object is visible in refractions
mrs_gi_visibility (boolean) : Whether the object is visible to GI (generating and receiving)
mrs_shadows_visibility (boolean) : Whether the object casts shadows (visible to lights for shadow rays)
mrs_shadows_receive (boolean) : Whether the object receives shadows
mrs_visibility (float) : Overall visibility
flip_axis (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
use_overrides (boolean) : Use runtime overrides
override_snippet (String) : Runtime plugin parameter overrides. A string in vrscene format.
override_filepath (String) : Runtime plugin parameter overrides. A path to an override file in vrscene format.
override_mtl_link (Plugin) : Placeholder for material used for overrides(could be MtlMulti). Needed only so that the material is linked to this plugin.
channels (List<Plugin>) : Render channels the result of this light will be written to
channels_raw (List<Plugin>) : Render channels the raw diffuse result of this light will be written to
channels_diffuse (List<Plugin>) : Render channels the diffuse result of this light will be written to
channels_specular (List<Plugin>) : Render channels the specular result of this light will be written to
channels_full (List<Plugin>) : Render channels the full (direct+indirect) result of this light will be written to
preload_assets (boolean) : Performs early loading of the scene assets right after the scene is built
override_settings_options (boolean) : Override the additional options in the sequence render settings
override_render_elements (boolean) : Override the render channels
parser (List<Plugin>) : Custom scene parser
usd_root_path (String) : The USD stage mask, also known as the root path to import (only valid for USD scene)
apply_usd_meters_scale (int) : Determine if the UsdStage metersPerUnit metadata should be taken into account to automatically scale the scene
asset_name (String) : User name of the the given list of plugins forming a concrete asset
asset_plugins (List<Plugin>) : List of the plugin names grouped as a given asset
asset_type (int) : Determines the type of asset (0 = geometry, 1 = material, 2 = texture, 3 = node, 4 = vrmat)
asset_param_definition (List<Object>) : List each modifiable parameter of this asset as a key/value string list
asset_param_override (List<Object>) : List each parameter which whould be used as override for the corresponding modifiable parameter definition

VRayStereoscopicSettings

Settings for stereoscopic rendering [gpuSupport=(partial)]

new VRayStereoscopicSettings()
Properties
eye_distance (float) : The eye distance for which the stereoscopic image will be rendered.
specify_focus (boolean) : If on then the focus is determined by focus_method and focus_distance. Otherwise it is determined from the camera target distance.
focus_distance (float) : The focus distance when specify_focus is enabled.
focus_method (int) : Specifies the focus method for the two views (0 - none/parallel; 1 - rotation; 2 - shear).
interocular_method (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).
top_merge_angle (float) : Panoramic pole merging: from what angle near the top does the stereo effect start to fade when rendering with a spherical panorama camera.
bottom_merge_angle (float) : Panoramic pole merging: from what angle near the bottom does the stereo effect start to fade when rendering with a spherical panorama camera.
pole_merge_method (int) : The method for pole merging (0 - the original V-Ray method; 1 - cosine method that matches other renderers)
view (int) : Specifies which of the stereoscopic views will be rendered (0 - both; 1 - left; 2 - right).
output_layout (int) : Layout of the output image (0 - side-by-side; 1 - top-bottom).
adjust_resolution (boolean) : Unused parameter.
sm_mode (int) : Specifies the mode of operation for the shade map (0 - disabled; 1 - render shade map; 2 - use shade map).
reuse_threshold (float) : Lower values will make V-Ray use less of the shade map and more real shading.
shademap_file (String) : The name of the file in which the shade map information is stored.
float_colors_mode (boolean) : Store 32 bit (single precision) color channels in the shade map. When off 16 bit (half precision) values are stored.
vrst_compression (int) : Compression type for the .vrst files (0 - no compression, 1 - ZLIB compression).
exr_compression (int) : Compression type for the .exr files (0 - no compression, 1 - RLE compression, 2 - ZIPS compression).
exclude_list (List<Plugin>) : A list of plugins for which the shade map won't be used.
exclude_list_inclusive (boolean) : When on, the exclude_list is considered an 'Include list'.
left_camera (Plugin) : A camera plugin for the left eye; if not specified, the left camera is computed based on the scene camera.
right_camera (Plugin) : A camera plugin for the right eye; if not specified, the right camera is computed based on the scene camera.
film_offset_x_left (float) : Horizontal film offset for the left camera
film_offset_x_right (float) : Horizontal film offset for the right camera
film_offset_y_left (float) : Vertical film offset for the left camera
film_offset_y_right (float) : Vertical film offset for the right camera

VRScansPMaskElement

VRScansPMaskElement

new VRScansPMaskElement()
Properties
name (String) : Display name of this render channel

VRScansZoneElement

VRScansZoneElement

new VRScansZoneElement()
Properties
name (String) : Display name of this render channel
zone (int) : Display name of this render channel

xsiUVWGenChannel

Deprecated. Use UVWGenChannel. [gpuSupport=(none)]

new xsiUVWGenChannel()
Properties
uvw_transform (Transform) : Initial transformation on the uvw coordinates, before mirror, crop etc
uvw_transform_tex (TextureTransform) : A texture overriding uvw_transform
tex_transform (Transform) : Final transformation on the resulting uvw coordinates, after mirror, crop etc
nsamples (int) : Number of uvw transform samples for motion blur
wrap_u (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_v (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
wrap_w (int) : 0 - no wrapping, 1 - wrap, 2 - mirror tile
crop_u (int) : 1 to crop in the u-direction
crop_v (int) : 1 to crop in the v-direction
crop_w (int) : 1 to crop in the w-direction
coverage (Vector) : Coverage
uvw_coords (OutputTextureVector) : The uvw coordinates for the specified channel at the current shading point
wrap_mode (int) : Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
duvw_scale (float) : Additional scale factor for the texture derivatives
uvw_channel (int)
channel_type (int) : Type of the channel used. 0 - uvw, 1 - vertex colors
uvwgen (Plugin) : Optional UVWGen from which the initial uvw coordinates will be taken, instead of the surface point
u_alternate (int) : alternate image in u direction
v_alternate (int) : alternate image in v direction
x_remapMin (float) : min remap in x direction
y_remapMin (float) : min remap in y direction
z_remapMin (float) : min remap in z direction
x_remapMax (float) : max remap in x direction
y_remapMax (float) : max remap in y direction
z_remapMax (float) : max remap in z direction

xsiUVWGenEnvironment

Deprecated. Use UVWGenEnvironment. [gpuSupport=(none)]

new xsiUVWGenEnvironment()
Properties
uvw_matrix (Matrix) : Transformation of the input directions
uvw_transform (Transform) : Transformation of the resulting UVW coordinates
mapping_type (int) : spherical(0), cylindrical(1), cubic strip(2), cubic cross sideways(3), cubic cross(4)