vray plugin classes

class plugins.BRDFAlHair

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property base_bump_amount
type: TextureFloat
Bump amount for the base layer
property base_bump_color
type: Texture
Bump texture for the base layer (color version)
property base_bump_float
type: TextureFloat
Bump texture for the base layer
property base_bump_type
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)
property base_color
type: Texture
property base_glossiness
type: TextureFloat
property base_reflection
type: TextureFloat
property base_traceReflections
type: boolean
Toggle reflections for base layer
property coat_bump_amount
type: TextureFloat
Bump amount for the coat layer
property coat_bump_color
type: Texture
Bump texture for the coat layer (color version)
property coat_bump_float
type: TextureFloat
Bump texture for the coat layer
property coat_bump_type
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)
property coat_color
type: Texture
property coat_glossiness
type: TextureFloat
The glossiness of the coat layer
property coat_strength
type: TextureFloat
property coat_traceReflections
type: boolean
Toggle reflections for coat layer
property cutoff_threshold
type: float
property doubleSided
type: boolean
property environment_override
type: Texture
Environment override texture
property environment_priority
type: int
Environment override priority (used when several materials override it along a ray path)
property flake_color
type: Texture
property flake_density
type: float
property flake_filtering_mode
type: int
Flake filtering mode (0 - simple; 1 - directional)
property flake_glossiness
type: TextureFloat
property flake_map_size
type: int
The size of the internal flakes map
property flake_orientation
type: TextureFloat
property flake_scale
type: float
property flake_seed
type: int
The random seed for the flakes
property flake_size
type: float
property flake_traceReflections
type: boolean
Toggle reflections for flake layer
property flake_uvwgen
type: Plugin
property lpe_label
type: String
Light path expressions material label which can be used to identify the material
property mapping_channel
type: int
The mapping channel when the mapping_type is 0
property mapping_type
type: int
The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
property subdivs
type: int
property traceReflections
type: boolean
property trace_depth
type: int
The maximum reflection depth (-1 is controlled by the global options)
property use_environment_override
type: boolean
True to use the ‘environment override’ texture.
class plugins.BRDFCarPaint2

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

Normal map filtering techniques [gpuSupport=(none)]

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

Bases: object

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

property cutoff_threshold
type: float
property doubleSided
type: int
property environment_override
type: Texture
Environment override texture
property environment_priority
type: int
Environment override priority (used when several materials override it along a ray path)
property flake_color
type: Texture
property flake_density
type: float
property flake_filtering_mode
type: int
Flake filtering mode (0 - simple; 1 - directional)
property flake_glossiness
type: TextureFloat
property flake_map_size
type: int
The size of the internal flakes map
property flake_orientation
type: TextureFloat
property flake_scale
type: float
property flake_seed
type: int
The random seed for the flakes
property flake_size
type: float
property flake_uvwgen
type: Plugin
property mapping_channel
type: int
The mapping channel when the mapping_type is 0
property mapping_type
type: int
The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space)
property subdivs
type: int
property traceReflections
type: boolean
property trace_depth
type: int
The maximum reflection depth (-1 is controlled by the global options)
property use_environment_override
type: boolean
True to use the ‘environment override’ texture.
class plugins.BRDFFlakes2

Bases: object

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

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

Bases: object

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)]

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property diffuse_color_tex
type: Texture
Diffuse color override; if set - hair color data is ignored.
property specular_color_tex
type: Texture
property specular_power
type: float
class plugins.BRDFHair2

Bases: object

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

property absorption
type: Texture
Absorption coeficient, controls the color of the hair
property azimuthal_width
type: float
Azimuthal width of the caustic from 10 to 25 degrees
property caustic_limit
type: float
Caustic intensity limit
property diffuse_color_tex
type: Texture
property diffuse_mult
type: float
Multiplier for the Diffuse component
property fade_range
type: float
Fade range for caustic merge (0.2 to 0.4)
property glint_scale
type: float
Glint scale factor 0.5 to 5.0
property r_long_shift
type: float
Longitudinal shift for the R lobe
property r_long_width
type: float
Longitudinal width (stddev.) for the R lobe
property r_mult
type: float
Multiplier for the R lobe
property refraction_index
type: float
Index of refraction for the hair
property trt_long_shift
type: float
Longitudinal shift for the TRT lobe
property trt_long_width
type: float
Longitudinal width (stddev.) for the TRT lobe
property trt_mult
type: float
Multiplier for the TRT lobe
property tt_long_shift
type: float
Longitudinal shift for the TT lobe
property tt_long_width
type: float
Longitudinal width (stddev.) for the TT lobe
property tt_mult
type: float
Multiplier for the TT lobe
class plugins.BRDFHair3

Bases: object

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

property diffuse_amount
type: TextureFloat
Multiplier for the diffuse color
property diffuse_color
type: Texture
Diffuse hair color
property light_multiplier
type: float
A multiplier for the direct lighting of the hair; could be useful to brighten up the result when not using GI
property opaque_for_gi
type: boolean
true to always compute the material as opaque for GI rays
property opaque_for_shadows
type: boolean
true to always compute the material as opaque for shadow rays
property overall_color
type: Texture
Overall color multiplier
property primary_glossiness
type: TextureFloat
Primary glossiness
property primary_specular
type: Texture
Primary specular color
property primary_specular_amount
type: TextureFloat
Multiplier for the primary specular color
property secondary_glossiness
type: TextureFloat
Secondary glossiness
property secondary_lock_to_transmission
type: boolean
true to derive the secondary specular color from the transmission color
property secondary_specular
type: Texture
Secondary specular color
property secondary_specular_amount
type: TextureFloat
Multiplier for the secondary specular color
property simplify_for_gi
type: boolean
true to use a simpler and less precise representation of the BRDF for GI rays
property transmission
type: Texture
Transmission color
property transmission_amount
type: TextureFloat
Multiplier for the transmission color
property transmission_glossiness_length
type: TextureFloat
Transmission glossiness along strand length
property transmission_glossiness_width
type: TextureFloat
Transmission glossiness across strand width
property transmission_in_specular
type: boolean
true to put transmission in specular render elements for compositing with light select.
property transparency
type: Texture
Transparency
property use_cached_gi
type: boolean
true to use the light cache/irradiance map; false to always use brute force GI for the hair
class plugins.BRDFHair4

Bases: object

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

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

Bases: object

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)]

property additive_mode
type: 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)
property brdfs
type: List<Plugin>
property channels
type: List<Plugin>
Render channels the result of this BRDF will be written to
property opacities
type: List<float>
The opacity of each coat texture
property transparency
type: Color
property transparency_tex
type: Texture
property transparency_tex_mult
type: float
property weights
type: List<Texture>
class plugins.BRDFLight

Bases: object

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

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

Bases: object

Simple specular reflection BRDF [gpuSupport=(partial)]

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property base_brdf
type: Plugin
Base BRDF
property bump_mult_0
type: TextureFloat
Bump multipler 0
property bump_mult_1
type: TextureFloat
Bump multipler 0
property bump_mult_2
type: TextureFloat
Bump multipler 0
property bump_mult_3
type: TextureFloat
Bump multipler 0
property bump_tex_0
type: Texture
Bump texture
property bump_tex_1
type: Texture
Bump texture
property bump_tex_2
type: Texture
Bump texture
property bump_tex_3
type: Texture
Bump texture
property map_type_0
type: 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)
property map_type_1
type: 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)
property map_type_2
type: 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)
property map_type_3
type: 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)
property normal_uvwgen
type: Plugin
The uvw generator for the normal map texture when map_type is 1.
class plugins.BRDFPhong

Bases: object

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

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

Bases: object

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

property color
type: Color
property color_tex
type: Texture
property color_tex_mult
type: float
property glossiness
type: float
property glossiness_tex
type: TextureFloat
property glossiness_tex_mult
type: float
property scatter_coeff
type: float
property scatter_direction
type: float
property subdivs
type: int
property thickness
type: float
property translucency
type: Color
property translucency_tex
type: Texture
property translucency_tex_mult
type: float
class plugins.BRDFSSS2

Bases: object

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

property back_scatter
type: boolean
property background_color
type: Color
property color_mode
type: int
Determines the meaning of the two colors: 0 - diffuse surface reflectance and scatter radius; 1 - scatter coefficient and fog color
property diffuse_reflectance
type: Texture
property front_scatter
type: boolean
property geometry_based_sampling
type: int
property interpolation_accuracy
type: float
Interpolation accuracy for the illumination map; normally 1.0 is fine.
property ior
type: float
property linear_workflow
type: boolean
Set to true to apply the inverse of gamma correction
property max_distance
type: float
property phase_function
type: float
property prepass_blur
type: float
property prepass_id
type: 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
property prepass_lod_threshold
type: float
property prepass_rate
type: int
Sampling density for the illumination map
property preview_samples
type: int
property samples_color
type: Color
property samples_per_unit_area
type: float
property scale
type: 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
property scatter_gi
type: boolean
property scatter_radius
type: Texture
This is measured in centimeters
property scatter_radius_mult
type: TextureFloat
The scatter radius will be multiplied by this number
property single_scatter
type: 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
property subdivs
type: int
property surface_offset
type: float
An offset along the geometric surface normal at which to perform shading in order to avoid surface acne.
class plugins.BRDFSSS2Complex

Bases: object

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

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

Bases: object

Experimental measured BRDF plugin [gpuSupport=(none)]

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

Bases: object

Scanned material BRDF plugin for VRay

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

Cloth and fabric BRDF

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

Bases: object

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

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

Bases: object

Wrapper for other BRDF plugins that adds override for VolumeVRayToon

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property diffuse_color
type: Texture
Diffuse color
property phase_function
type: float
Parameter used to determine the phase function of the brdf
property use_particle_color
type: boolean
true to render the particle colors instead of using the diffuse color
class plugins.BakeView

Bases: object

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

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

Bases: object

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

property allow_negative_colors
type: boolean
if false negative colors will be clamped
property file
type: String
The file name; can contain <UDIM> or <UVTILE> 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
property filter_blur
type: float
property filter_type
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
property frame_number
type: 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.
property frame_offset
type: int
Start frame offset for image sequences
property frame_sequence
type: boolean
True if there are multiple files for animation with frame number in their names. Enables replacing “<frameNum>” in the given ‘file’ string with current frame number.
property gamma
type: float
property ifl_end_condition
type: int
Image file list (IFL) end condition: 0 - Loop; 1 - Ping Pong; 2 - Hold;
property ifl_playback_rate
type: float
Image file list frame rate multiplier
property ifl_start_frame
type: int
Image file list first frame number
property interpolation
type: 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))
property load_file
type: boolean
if set to false, the file would not be loaded
property maya_compatible
type: 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
property psd_alpha_name
type: List<int>
Legacy parameter for PSD files. Contains a text string encoded as an int array
property psd_group_name
type: List<int>
Legacy parameter for PSD files. Contains a text string encoded as an int array
property rgb_color_space
type: 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.
property transfer_function
type: int
0 - linear, 1 - gamma corrected, 2 - sRGB, 3 - auto
property use_data_window
type: boolean
true to use the data window information in e.g. OpenEXR files; otherwise false
class plugins.CameraDefault

Bases: object

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

property orthographic
type: boolean
class plugins.CameraDome

Bases: object

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

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

Bases: object

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

property pivotx
type: float
The rotation pivot y coordinate
property pivoty
type: float
The rotation pivot x coordinate
property postscale
type: float
The postScale that will be applied to the camera
property prescale
type: float
The prescale that will be applied to the camera
property rot_before_trans
type: boolean
If true, the rotation will be applied before the translation
property rotation
type: float
The rotation around the pivot that will be applied to the camera
property transx
type: float
The normalized translation along x axis that will be applied to the camera
property transy
type: float
The normalized translation along y axis that will be applied to the camera
class plugins.CameraLensSystem

Bases: object

Camera based on a system of lenses

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

null

property clamp_level
type: float
The clamp level
property gamma
type: float
The gamma value if type is set to 2.
property type
type: int
The type of color mapping: 0 - linear, 1 - sRGB, 2 - gamma
class plugins.ColorTextureToMono

Bases: object

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

property color_texture
type: Texture
property value
type: float
class plugins.CustomGlsl

Bases: object

null

class plugins.EnvFogMeshGizmo

Bases: object

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

property fade_out_radius
type: float
fade out effect for the edges
property geometry
type: Plugin
property lights
type: List<Plugin>
property transform
type: Transform
class plugins.EnvironmentFog

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property map_channels
type: 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.
class plugins.FilterArea

Bases: object

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

property size
type: float
Filter width in pixels
class plugins.FilterBox

Bases: object

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

property size
type: float
Filter width in pixels
class plugins.FilterCatmullRom

Bases: object

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

class plugins.FilterCookVariable

Bases: object

Cook exponential AA filter [gpuSupport=(none)]

property size
type: float
Filter width in pixels
class plugins.FilterGaussian

Bases: object

Gaussian function AA filter [gpuSupport=(full)]

property size
type: float
Filter width in pixels
class plugins.FilterLanczos

Bases: object

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

property size
type: float
Filter width in pixels
class plugins.FilterMitNet

Bases: object

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

property blur
type: float
The ‘B’ value in the filter polynomial. Larger values reduce ringing but may cause the image to appear softer.
property ringing
type: float
The ‘C’ value in the filter polynomial. Larger values make the result appear sharper but may introduce ringing.
property size
type: float
Filter width in pixels
class plugins.FilterPoint

Bases: object

Zero radius AA filter [gpuSupport=(full)]

class plugins.FilterSinc

Bases: object

Sinc function AA filter [gpuSupport=(none)]

property size
type: float
Filter width in pixels
class plugins.FilterTriangle

Bases: object

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

property size
type: float
Filter width in pixels
class plugins.Float3ToAColor

Bases: object

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

property alpha
type: TextureFloat
Alpha
property color
type: OutputTexture
The resulting color
property float1
type: TextureFloat
First color
property float2
type: TextureFloat
Second color
property float3
type: TextureFloat
Third color
property invert
type: boolean
class plugins.FloatToTex

Bases: object

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)]

property input
type: TextureFloat
class plugins.GeomBifrost

Bases: object

Bifrost geometry source plugin for V-Ray for Maya

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

Bases: object

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

property is_volumetric
type: boolean
true to handle the case when the camera is inside the box
property size_x
type: float
The size in the X direction
property size_y
type: float
The size in the Y direction
property size_z
type: float
The size in the Z direction
class plugins.GeomDisplacedMesh

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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)]

class plugins.GeomInstancer

Bases: object

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)]

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

Bases: object

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)]

property source_geometry
type: List<Plugin>
The instancing source. Support any plugin providing EXT_STATIC_GEOM_SOURCE or EXT_VRAY_HIERARCHICAL_PARAMETERIZED_NODE interfaces.
class plugins.GeomMayaHair

Bases: object

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

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

Bases: object

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

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

Bases: object

null

property bbox_size
type: float
Box size to fill with spheres
property num_spheres
type: int
Number of spheres
property sphere_segments
type: int
Sphere segments
property sphere_size
type: float
Sphere size
class plugins.GeomMeshLoader1

Bases: object

null

property bbox_size
type: float
Box size to fill with spheres
property num_spheres
type: int
Number of spheres
property sphere_segments
type: int
Sphere segments
property sphere_size
type: float
Sphere size
property use_displacement
type: boolean
true to enable noise displacement texture
class plugins.GeomMeshTest

Bases: object

null

property bbox_size
type: float
Box size to fill with spheres
property num_spheres
type: int
Number of spheres
property sphere_segments
type: int
Sphere segments
property sphere_size
type: float
Sphere size
class plugins.GeomMetaballSystem

Bases: object

Metaball geometry source [gpuSupport=(none)]

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

Bases: object

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

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

Bases: object

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

property by_frame
type: int
property cache_offset
type: int
property default_color
type: Color
property directory
type: String
property format
type: String
property prefix
type: String
property static
type: boolean
class plugins.GeomPerfectSphere

Bases: object

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

property flip_normals
type: boolean
Flips the normals of the sphere
property radius
type: float
The radius of the sphere in object space.
class plugins.GeomPlane

Bases: object

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

property real_world_scale
type: int
Specifies whether to use real-world scale, which changes the UV coordinates. 0 - Don’t use world scale. 1 - Use world scale.
class plugins.GeomRayserverInstancer

Bases: object

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)]

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

Bases: object

Chaos Scatter instancing plugin [gpuSupport=(full)]

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

Bases: object

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

property triangulate
type: int
Triangulate as mesh (0:off; 1:on; 2:only if closed)
property vertices
type: List<Vector>
Spline vertices
class plugins.GeomStaticMesh

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

Provide render engine type as a plugin in the vrscene

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

Bases: object

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

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

Bases: object

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)]

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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)]

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

Bases: object

Light instancing plugin. [gpuSupport=(full)]

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

Bases: object

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

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

Bases: object

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

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

Bases: object

Omnidirectional point light source [gpuSupport=(partial)]

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

Bases: object

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

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

Bases: object

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

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

Bases: object

Spherical area light source [gpuSupport=(partial)]

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property bin_spread
type: float

property bin_subdivs
type: int
Directional resolution for the wavelet representation.
property compression_ratio
type: float
Ratio 0.04 means that we keep 4% of all wavelet coefficients.
property dump_dir
type: String
Directory for dumping debug data.
property enabled
type: boolean
Turn on light baking.
property exclude_mtl_ids
type: List<int>
Faces with these ids will not be included in the luminaire box.
property file
type: String
The filename of the exported data.
property filter_strength
type: float
Strength of the filtering
property filtering
type: boolean
Turn on filtering.
property include_mtl_ids
type: List<int>
Faces with these ids will be included in the luminaire box.
property intensity_threshold
type: float
If all elements of a side texture or side sampler are bellow this value then discard it.
property max_unoccluded_photons
type: float
The maximal fraction of unoccluded photons. If more, the box minimization algorithm suggests that no pre-baked field cache is needed.
property minimize_box
type: 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).
property minimize_box_threshold
type: float
Fraction of the maximum grid value below which grid cells are discarded during box minimization.
property node
type: Plugin
Node of the light to bake.
property photon_subdivs
type: int
Total photon subdivs distributed among all active light sources.
property reduce_box_max
type: Vector
Decrease the box maximum by a fraction of the total box size.
property reduce_box_min
type: Vector
Increase the box minimum by a fraction of the total box size.
property resolution
type: int
The resolution of the six-planar textures.
property texel_radius
type: float

property texel_sh_degree
type: int
Per texel SH degree. Total number of coefficients is (degree+1)*(degree+1)
property type
type: int
Type of directional representation. 0: Spherical harmonics, 1: Grid, 2: Wavelets
property use_convex_hull
type: boolean
Use the convex hull as bounding geometry.
property viewpoint_supersamples
type: int
The number of samples per viewpoint sampler’s texel.
class plugins.MaterialOverrider

Bases: object

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

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

Bases: object

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

property color
type: OutputTexture
The resulting color
property gamma
type: Texture
Gamma values
property input
type: Texture
The input color
class plugins.MayaLightDirect

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property color
type: OutputTexture
The resulting color
property color1
type: Texture
First color
property color2
type: Texture
Second color
property operation
type: int
Operation (1 - multiply, 2 - divide, 3 - power)
class plugins.MayaProjectionTex

Bases: object

null

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

Bases: object

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

property visibility_list
type: List<int>
A list containing bitpacked per-face visibility for the target mesh/proxy.
property voxels_face_basis
type: 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.
class plugins.Mtl2Sided

Bases: object

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)]

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

Bases: object

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

property base_mtl
type: Plugin
Base material
class plugins.MtlGLSL

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property base_mtl
type: Plugin
The base material
property lpe_label
type: String
Light path expressions material label which can be used to identify the material (e.g. CR’some_label’L).
property material_id_color
type: Texture
The material ID color
property material_id_number
type: int
class plugins.MtlMayaRamp

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property base_mtl
type: Plugin
Base material
property bbox_max
type: Vector
Max. coordinates for object bounding box
property bbox_min
type: Vector
Min. coordinates for object bounding box
class plugins.MtlOverride

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property alpha_elements
type: List<Plugin>
A list of alpha render elements.
property base_mtl
type: Plugin
The base material. The alpha result of this material will be written to all alpha channels specified in the ‘alpha_elements’ parameter.
class plugins.MtlSingleBRDF

Bases: object

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

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

Bases: object

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

property base_mtl
type: Plugin
Base material
property fade
type: float
1.0f - no fade, < 1.0f - fade
class plugins.MtlUVWScaler

Bases: object

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

property base_mtl
type: Plugin
The normal material that will have its UVWs scaled
property uvw_mode
type: int
The UVW modification mode (0 - no modification, 1 - override, 2 - multiply)
property uvw_transform
type: Transform
UVW transformation matrix
class plugins.MtlUVWSelect

Bases: object

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

property base_mtl
type: Plugin
The normal material that will have its UVWs changed
property face_material_ids
type: 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’.
property uvwgen_ids
type: 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’.
property uvwgens
type: List<Plugin>
List of UVW generator plugins used for this specific node. Has to match the number of ‘uvwgen_ids’.
class plugins.MtlVRmat

Bases: object

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

property filename
type: String
A .vrmat, .vismat, .vrscene or .mtlx file
property mtlindex
type: int
If >=0, specifies an index of the material to use and mtlname is ignored. Only valid for MaterialX files.
property mtlname
type: String
Which material to use. Top-level <Asset> name or MtlSingleBRDF name if .vrscene
property mtlx_document
type: String
MaterialX XML document as a string
property param_override
type: 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=<r>0.8</r><g>0.4</g><b>0.4</b>;/Paint/Diffuse/roughness=0.8”

property param_override_all
type: 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”

class plugins.MtlWrapper

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property boundary
type: List<boolean>
Mark curve as island or hole
property cvs
type: List<Vector>
The control vertices of the curve
property degree
type: int
Degree of the curve
property knotVector
type: List<float>
The knots vector for the curve
class plugins.Node

Bases: object

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

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

Bases: object

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

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

Bases: object

null

class plugins.ParticleTex

Bases: object

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

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

Bases: object

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)]

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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)]

property lifespan
type: float
lifespan base
property lifespan_mode
type: int
lifespan mode: 0-default, 1-constant, 2-random
property lifespan_random
type: float
lifespan randomization
property lifespan_seed
type: int
lifespan randomization seed
property pgroup
type: String
the name of the particle group that will be used as a source
property phoenix_sim
type: Plugin
The Phoenix simulator that exports the particle group
class plugins.PhxShaderParticleTex

Bases: object

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)]

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

Bases: object

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

property filesrc
type: String
Path to the PRT cache file
property usetm
type: boolean
The particles are transformed relative to the position of the prt loader icon
property velmult
type: float
Velocity multiplier for the particles
class plugins.PhxShaderSim

Bases: object

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)]

property absorption_arg
type: int
Source for the Absorption data 0-Constant Color; 1-Texture
property absorption_color
type: Color
Absorption Color
property absorption_tex
type: Texture
Absorption Texture
property al_cmult
type: float
property al_csubdivs
type: int
number of caustics subdivision for lights
property al_decay
type: int
0-none, 1-inverse, 2-inverse square
property al_enable
type: boolean
enable the additional emissive lights
property al_placing
type: int
emissive lights placement type, 0-simple, 1-inside, 2-grid
property al_sampling
type: int
sampling type, 0-simple, 1-DMC
property al_subdivs
type: int
number of subdivision for the DMC light sampling
property alphaunitscale
type: boolean
property anisotropic_scattering_optimization
type: 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.
property basedensityscale
type: float
property bias
type: float
property blackbody
type: float
Implicitly multiply the fire diagram with a black body exponent
property borderFade
type: float
Border opacity fade out for volumes
property bounces
type: int
max GI bounces
property brdfscatter
type: 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.
property brdfscatternogi
type: 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.
property cache
type: Plugin
The Phoenix cache that will be used with this simulator
property cachestretchzone
type: 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.
property camera_visibility
type: boolean
property caust_mult
type: float
property cell_aspect
type: List<float>
Cell stretch aspect for the 3 axes
property channels
type: List<Plugin>
Render channels the result of this light will be written to
property channels_diffuse
type: List<Plugin>
Render channels the diffuse result of this light will be written to
property channels_raw
type: List<Plugin>
Render channels the raw diffuse result of this light will be written to
property channels_specular
type: List<Plugin>
Render channels the specular result of this light will be written to
property contentTime
type: int
force using an externally set content time
property coord_method
type: int
The texture coordinates generation method.
property darg
type: 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
property dcolor
type: Color
raw diffuse table
property dcolor_colors
type: List<Color>
colors of the diffuse color ramp
property dcolor_interpolations
type: List<int>
Currently not used!
property dcolor_offset
type: float
property dcolor_positions
type: List<float>
positions of the diffuse color ramp
property dcolor_remap
type: Plugin
The gradient for remapping the Diffuse input to a diffuse color.
property dcolor_scale
type: float
property difmul
type: float
property displ0
type: Texture
property displ1
type: Texture
property displ2
type: Texture
property displ2d
type: int
property displacement
type: boolean
Enable Displacement
property displfade
type: float
property displgeomfade
type: float
The distance around the object where the displacement is going to be reduced.
property displmul
type: float
property displvelfade
type: float
property dtex
type: Texture
property earg
type: 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
property ecolor
type: Color
raw emissive table
property ecolor_colors
type: List<Color>
colors of the emission color ramp
property ecolor_interpolations
type: List<int>
Currently not used!
property ecolor_offset
type: float
property ecolor_positions
type: List<float>
positions of the emission color ramp
property ecolor_remap
type: Plugin
The gradient for remapping the Fire base channel to self-illumination color.
property ecolor_scale
type: float
property elum_interpolations
type: List<int>
0: none, 1: linear, 2: smooth, 3: spline, 4: bezier, 5: logarithmic+bezier
property elum_positions
type: List<float>
positions of the luminance ramp
property elum_remap
type: Plugin
The gradient for remapping the Fire base channel to self-illumination intensity.
property elum_values
type: List<float>
values of the luminance ramp
property emult
type: float
multiplier for the fre color
property enabled
type: boolean
Set to false to disable rendering.
property etex
type: Texture
property etmult
type: float
multiplier for the fire opacity if Fire Opacity Mode is set to Use Own Opacity.
property ettex
type: Texture
property fadebylevel
type: boolean
property fadebyvel
type: boolean
property fadeobj
type: Plugin
The object that is going to be used for displacement fade
property fadeobj_transform
type: Transform
world transformation of the object
property fire_color_chan
type: 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
property fire_opacity_mode
type: 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.

property firelightsspec
type: boolean
if true, the emissive lights will affect specular, so they will be visible in glossy reflections
property frame_duration
type: float
Override the frame duration in the cache
property gamma_mult
type: float
Gamma multiplier for the volume rendering output.
property gen_gi_mult
type: float
property generate_caust
type: boolean
property generate_gi
type: boolean
property gi_visibility
type: boolean
property gizmo
type: Plugin
geometry to define the rendering volume
property gizmo_transform
type: Transform
world transformation of the Render Cutter
property gridreduct
type: float
property hhfactor
type: float
Heat Haze
property instancedlights
type: boolean
If true, the emissive lights will be created for instanced volumes.
property invgizmo
type: int
invert the volume of the render cutter
property jitter
type: boolean
jitter
property left_handed_coord
type: boolean
deprecated
property lightcache
type: boolean
if true, a light cache will be used for diffuse lighting
property lightcachesr
type: float
type: 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
property lights
type: int
additional number of emissive lights
property lightscut
type: float
cut off threshold for the lights
property lightsmult
type: float
property lightsmultself
type: float
property material_id
type: Color
Volumetric Material ID
property mbgrid
type: boolean
Use a more realistic grid-based motion blur, at the expense of more memory and a render pre-pass.
property mbself
type: boolean
In all Mesh modes, some motion blurred vertices might penetrate the opposite side of the geometry. When enabled, this option prevents such situations
property mbsmooth
type: int
Number of Gaussian passes to smooth out the grid-based motion blur.
property meshsubdiv
type: float
Ocean mesh camera subdivisions
property mod_d
type: boolean
property mod_e
type: boolean
property mod_et
type: int
0 - Grid Channel; 1 - Grid Channel mult Texture; 2 - Texture;
property mod_t
type: boolean
property mod_v
type: int
property node_transform
type: Transform
The node-to-world transformation for the instance that uses this Simulator.
property normalized_positions
type: 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
property noscatter
type: int
0-ray-traced; 1-disabled; 2-approximate; 3-approximate+shadows
property objectID
type: 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.
property oceanextramargin
type: 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.
property oceanhorizrough
type: float
Horizon roughness of the ocean mesh
property oceanlevel
type: float
Mesh ‘ocean’ level
property oceantransitionzone
type: 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.
property optvolpass
type: boolean
Enables the “Optimizing Volumetrics” prepass for grids over 15 million voxels which speeds up their sampling during rendering.
property persistlights
type: boolean
if true, the emissive lights will be created, even if the volume is not renderable
property phase_function
type: 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.
property play_speed
type: float
property pmbounces
type: int
enable/disable particle mode of secondary rays. Used as a boolean, even though it’s exported as an int
property pmprimary
type: int
enable/disable particle mode of primary rays. Used as a boolean, even though it’s exported as an int
property prtsz
type: float
Size of the particles used for mesh smoothing
property pureocean
type: 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
property radmult
type: float
property rec_gi_mult
type: float
property receive_caust
type: boolean
property receive_gi
type: boolean
property reflections_visibility
type: boolean
property refractions_visibility
type: boolean
property rendMode
type: int
Render mode enum, one of the PhxRenderSets::RendMode enum values
property render
type: boolean
Set to false to disable rendering. The data is still loaded and Phoenix textures and Fire Lights will still work.
property renderAsVolumetric
type: boolean
Set to true if the plugin should be registered in PhoenixVolumeRegister and rendered as VRayVolumetricPlugin.
property rendshadstep
type: int
Percentage of the cell size. Lower values take longer to render.
property rendstep
type: int
Percentage of the cell size. Lower values take longer to render.
property sampler
type: int
Sampler type: 0-box; 1-linear; 2-spherical
property sarg
type: 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
property scene_name
type: 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.
property self_illum_map_min_pow
type: float
property selfshadow
type: int
if 1, the emission lights will cast raytraced shadows to the volume. if 2, a grid map will be used to determine illumination.
property shad_strength
type: float
The strength of the shadow.
property shadowBreakings
type: 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.
property shadow_opacity
type: float
property shadows_visibility
type: boolean
property simple_color
type: AColor
Constant Color
property skiptransp
type: float
property smoke_color_chan
type: 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
property smoke_opacity_chan
type: 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
property smoketransp
type: float
Simple Smoke Factor
property smooth_normals
type: 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
property smoothmesh
type: int
Mesh smoothing iterations
property solidbelow
type: boolean
Invert Volume
property stex
type: Texture
Surface Texture
property stoptransp
type: float
property surface_chan
type: 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
property surflevel
type: float
Isosurface Level
property targ
type: 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
property tmult
type: float
property transfext
type: float
property transfown
type: float
property transp
type: float
raw transparency table
property transp_interpolations
type: List<int>
0: none, 1: linear, 2: smooth, 3: spline
property transp_offset
type: float
property transp_positions
type: List<float>
positions of the transparency ramp
property transp_power
type: float
deprecated
property transp_remap
type: Plugin
The gradient for remapping the Opacity input to opacity.
property transp_scale
type: float
property transp_values
type: List<float>
values of the transparency ramp
property transpmode
type: int
if 1, the values are interpreted as opacity instead of transparency.
property ttex
type: Texture
property unit_scale
type: float
The scaling between simulation and scene time units
property useLegacyLightLinkingForVRayStd
type: 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!
property use_node_transform_for_instancing
type: boolean
If we need to take “node_transform” into consideration when creating volumes with instancers.
property usebias
type: int
property usefadeobj
type: int
Use 1 to enable the displacement fading around an object
property usegizmo
type: int
enable using of render cutter
property useprt
type: boolean
Use FLIP Liquid particles for smoothing the mesh
property user_attributes
type: 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.
property user_attributes_bin
type: 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.
property uwglasses
type: 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
property varg
type: int
0-normal velocity; 2-texture
property velocities
type: List<Color>
Specify directly the velocities in distance per frame
property velocities_from_uvw
type: boolean
Create velocity channel from uvw movement
property velocity_mult
type: float
Velocity multiplier for the volume renderer.
property vol_moblur_method
type: 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.
property volnorm
type: int
if true, write to normals in volume mode
property volumetric_mode_geometry_RE
type: boolean
If true, the shader will write to the geometric render elements (f.e. normals, velocity) even if rendered as volumetric.
property volzdepth
type: int
if true, write to the z-depth render element
property vtex
type: Texture
Velocity Texture - used by Maya Fluids
property wind_from_movement
type: boolean
property wrapx
type: boolean
property wrapy
type: boolean
property wrapz
type: boolean
class plugins.PhxShaderSimGeom

Bases: object

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)]

property gpu_di_mode
type: int
Mode for DI computations on the GPU
property gpu_gi_mode
type: int
Mode for GI computations on the GPU
property gpu_samples_count
type: int
Samples count for cache computation on the GPU
property phoenix_sim
type: Plugin
A plugin that supports PhoenixSimInterface and can be used to load a Phoenix frame
class plugins.PhxShaderSimMesh

Bases: object

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)]

property phoenix_sim
type: Plugin
A plugin that supports PhoenixSimInterface and can be used to load a Phoenix frame
property static_mesh
type: Plugin
The geometry used by the mesher
class plugins.PhxShaderSimVol

Bases: object

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)]

property force_prob_samples
type: int
Probabilistic samples override, -1 won’t override
property force_prob_samples_gi
type: int
Probabilistic samples for GI override, -1 won’t override
class plugins.PhxShaderTex

Bases: object

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)]

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

Bases: object

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

property out_color
type: OutputTexture
the output color
property transparency
type: AColor
property ttex
type: TextureFloat
the input float texture
class plugins.PhxShaderVoxelShader

Bases: object

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

property absorption_arg
type: int
Source for the Absorption data 0-Constant Color; 1-Texture
property absorption_color
type: Color
Absorption Color
property absorption_tex
type: Texture
Absorption Texture
property al_cmult
type: float
property al_csubdivs
type: int
number of caustics subdivision for lights
property al_decay
type: int
0-none, 1-inverse, 2-inverse square
property al_enable
type: boolean
enable the additional emissive lights
property al_placing
type: int
emissive lights placement type, 0-simple, 1-inside, 2-grid
property al_sampling
type: int
sampling type, 0-simple, 1-DMC
property al_subdivs
type: int
number of subdivision for the DMC light sampling
property alphaunitscale
type: boolean
property anisotropic_scattering_optimization
type: 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.
property basedensityscale
type: float
property bias
type: float
property blackbody
type: float
Implicitly multiply the fire diagram with a black body exponent
property borderFade
type: float
Border opacity fade out for volumes
property bounces
type: int
max GI bounces
property brdfscatter
type: 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.
property brdfscatternogi
type: 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.
property cache
type: Plugin
The Phoenix cache that will be used with this simulator
property cachestretchzone
type: 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.
property camera_visibility
type: boolean
property caust_mult
type: float
property cell_aspect
type: List<float>
Cell stretch aspect for the 3 axes
property channels
type: List<Plugin>
Render channels the result of this light will be written to
property channels_diffuse
type: List<Plugin>
Render channels the diffuse result of this light will be written to
property channels_raw
type: List<Plugin>
Render channels the raw diffuse result of this light will be written to
property channels_specular
type: List<Plugin>
Render channels the specular result of this light will be written to
property contentTime
type: int
force using an externally set content time
property coord_method
type: int
The texture coordinates generation method.
property darg
type: 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
property dcolor
type: Color
raw diffuse table
property dcolor_colors
type: List<Color>
colors of the diffuse color ramp
property dcolor_interpolations
type: List<int>
Currently not used!
property dcolor_offset
type: float
property dcolor_positions
type: List<float>
positions of the diffuse color ramp
property dcolor_remap
type: Plugin
The gradient for remapping the Diffuse input to a diffuse color.
property dcolor_scale
type: float
property difmul
type: float
property displ0
type: Texture
property displ1
type: Texture
property displ2
type: Texture
property displ2d
type: int
property displacement
type: boolean
Enable Displacement
property displfade
type: float
property displgeomfade
type: float
The distance around the object where the displacement is going to be reduced.
property displmul
type: float
property displvelfade
type: float
property dtex
type: Texture
property earg
type: 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
property ecolor
type: Color
raw emissive table
property ecolor_colors
type: List<Color>
colors of the emission color ramp
property ecolor_interpolations
type: List<int>
Currently not used!
property ecolor_offset
type: float
property ecolor_positions
type: List<float>
positions of the emission color ramp
property ecolor_remap
type: Plugin
The gradient for remapping the Fire base channel to self-illumination color.
property ecolor_scale
type: float
property elum_interpolations
type: List<int>
0: none, 1: linear, 2: smooth, 3: spline, 4: bezier, 5: logarithmic+bezier
property elum_positions
type: List<float>
positions of the luminance ramp
property elum_remap
type: Plugin
The gradient for remapping the Fire base channel to self-illumination intensity.
property elum_values
type: List<float>
values of the luminance ramp
property emult
type: float
multiplier for the fre color
property enabled
type: boolean
Set to false to disable rendering.
property etex
type: Texture
property etmult
type: float
multiplier for the fire opacity if Fire Opacity Mode is set to Use Own Opacity.
property ettex
type: Texture
property fadebylevel
type: boolean
property fadebyvel
type: boolean
property fadeobj
type: Plugin
The object that is going to be used for displacement fade
property fadeobj_transform
type: Transform
world transformation of the object
property fire_color_chan
type: 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
property fire_opacity_mode
type: 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.

property firelightsspec
type: boolean
if true, the emissive lights will affect specular, so they will be visible in glossy reflections
property frame_duration
type: float
Override the frame duration in the cache
property gamma_mult
type: float
Gamma multiplier for the volume rendering output.
property gen_gi_mult
type: float
property generate_caust
type: boolean
property generate_gi
type: boolean
property gi_visibility
type: boolean
property gizmo
type: Plugin
geometry to define the rendering volume
property gizmo_transform
type: Transform
world transformation of the Render Cutter
property gridreduct
type: float
property hhfactor
type: float
Heat Haze
property instancedlights
type: boolean
If true, the emissive lights will be created for instanced volumes.
property invgizmo
type: int
invert the volume of the render cutter
property jitter
type: boolean
jitter
property left_handed_coord
type: boolean
deprecated
property lightcache
type: boolean
if true, a light cache will be used for diffuse lighting
property lightcachesr
type: float
type: 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
property lights
type: int
additional number of emissive lights
property lightscut
type: float
cut off threshold for the lights
property lightsmult
type: float
property lightsmultself
type: float
property material_id
type: Color
Volumetric Material ID
property mbgrid
type: boolean
Use a more realistic grid-based motion blur, at the expense of more memory and a render pre-pass.
property mbself
type: boolean
In all Mesh modes, some motion blurred vertices might penetrate the opposite side of the geometry. When enabled, this option prevents such situations
property mbsmooth
type: int
Number of Gaussian passes to smooth out the grid-based motion blur.
property meshsubdiv
type: float
Ocean mesh camera subdivisions
property mod_d
type: boolean
property mod_e
type: boolean
property mod_et
type: int
0 - Grid Channel; 1 - Grid Channel mult Texture; 2 - Texture;
property mod_t
type: boolean
property mod_v
type: int
property node_transform
type: Transform
The node-to-world transformation for the instance that uses this Simulator.
property normalized_positions
type: 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
property noscatter
type: int
0-ray-traced; 1-disabled; 2-approximate; 3-approximate+shadows
property objectID
type: 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.
property oceanextramargin
type: 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.
property oceanhorizrough
type: float
Horizon roughness of the ocean mesh
property oceanlevel
type: float
Mesh ‘ocean’ level
property oceantransitionzone
type: 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.
property optvolpass
type: boolean
Enables the “Optimizing Volumetrics” prepass for grids over 15 million voxels which speeds up their sampling during rendering.
property persistlights
type: boolean
if true, the emissive lights will be created, even if the volume is not renderable
property phase_function
type: 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.
property play_speed
type: float
property pmbounces
type: int
enable/disable particle mode of secondary rays. Used as a boolean, even though it’s exported as an int
property pmprimary
type: int
enable/disable particle mode of primary rays. Used as a boolean, even though it’s exported as an int
property prtsz
type: float
Size of the particles used for mesh smoothing
property pureocean
type: 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
property radmult
type: float
property rec_gi_mult
type: float
property receive_caust
type: boolean
property receive_gi
type: boolean
property reflections_visibility
type: boolean
property refractions_visibility
type: boolean
property rendMode
type: int
Render mode enum, one of the PhxRenderSets::RendMode enum values
property render
type: boolean
Set to false to disable rendering. The data is still loaded and Phoenix textures and Fire Lights will still work.
property renderAsVolumetric
type: boolean
Set to true if the plugin should be registered in PhoenixVolumeRegister and rendered as VRayVolumetricPlugin.
property rendshadstep
type: int
Percentage of the cell size. Lower values take longer to render.
property rendstep
type: int
Percentage of the cell size. Lower values take longer to render.
property sampler
type: int
Sampler type: 0-box; 1-linear; 2-spherical
property sarg
type: 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
property scene_name
type: 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.
property self_illum_map_min_pow
type: float
property selfshadow
type: int
if 1, the emission lights will cast raytraced shadows to the volume. if 2, a grid map will be used to determine illumination.
property shad_strength
type: float
The strength of the shadow.
property shadowBreakings
type: 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.
property shadow_opacity
type: float
property shadows_visibility
type: boolean
property simple_color
type: AColor
Constant Color
property skiptransp
type: float
property smoke_color_chan
type: 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
property smoke_opacity_chan
type: 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
property smoketransp
type: float
Simple Smoke Factor
property smooth_normals
type: 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
property smoothmesh
type: int
Mesh smoothing iterations
property solidbelow
type: boolean
Invert Volume
property stex
type: Texture
Surface Texture
property stoptransp
type: float
property surface_chan
type: 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
property surflevel
type: float
Isosurface Level
property targ
type: 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
property tmult
type: float
property transfext
type: float
property transfown
type: float
property transp
type: float
raw transparency table
property transp_interpolations
type: List<int>
0: none, 1: linear, 2: smooth, 3: spline
property transp_offset
type: float
property transp_positions
type: List<float>
positions of the transparency ramp
property transp_power
type: float
deprecated
property transp_remap
type: Plugin
The gradient for remapping the Opacity input to opacity.
property transp_scale
type: float
property transp_values
type: List<float>
values of the transparency ramp
property transpmode
type: int
if 1, the values are interpreted as opacity instead of transparency.
property ttex
type: Texture
property unit_scale
type: float
The scaling between simulation and scene time units
property useLegacyLightLinkingForVRayStd
type: 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!
property use_node_transform_for_instancing
type: boolean
If we need to take “node_transform” into consideration when creating volumes with instancers.
property usebias
type: int
property usefadeobj
type: int
Use 1 to enable the displacement fading around an object
property usegizmo
type: int
enable using of render cutter
property useprt
type: boolean
Use FLIP Liquid particles for smoothing the mesh
property user_attributes
type: 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.
property user_attributes_bin
type: 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.
property uwglasses
type: 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
property varg
type: int
0-normal velocity; 2-texture
property velocities
type: List<Color>
Specify directly the velocities in distance per frame
property velocities_from_uvw
type: boolean
Create velocity channel from uvw movement
property velocity_mult
type: float
Velocity multiplier for the volume renderer.
property vol_moblur_method
type: 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.
property volnorm
type: int
if true, write to normals in volume mode
property volumetric_mode_geometry_RE
type: boolean
If true, the shader will write to the geometric render elements (f.e. normals, velocity) even if rendered as volumetric.
property volzdepth
type: int
if true, write to the z-depth render element
property vtex
type: Texture
Velocity Texture - used by Maya Fluids
property wind_from_movement
type: boolean
property wrapx
type: boolean
property wrapy
type: boolean
property wrapz
type: boolean
class plugins.PluginAtTime

Bases: object

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

property plugin
type: List<Object>
A list of single item with plugin instance.
class plugins.PluginParameterStore

Bases: object

Plugin parameter storage plugin

property acolor
type: AColor
AColor plugin parameter store
property bool
type: boolean
Bool plugin parameter store
property color
type: Color
Color plugin parameter store
property double
type: double
Double plugin parameter store
property float
type: float
Float plugin parameter store
property int
type: int
Integer plugin parameter store
property object
type: Plugin
VRayPlugin plugin parameter store
property param_name
type: String
The name of the parameter to override
class plugins.RTEngine

Bases: object

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

property enabled
type: boolean
true to enable the RT engine and false to disable it
property full_recalc_aa_mask
type: boolean
true to force full AA mask recalculation. Used for direct VR rendering with ‘Follow headset’ option enabled.
property separate_window
type: boolean
true to open a separate window for the RTEngine, and false to use the V-Ray VFB
property use_opencl
type: boolean
class plugins.RawBitmapBuffer

Bases: object

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

property allow_negative_colors
type: boolean
if false negative colors will be clamped
property alpha_pixels
type: List<int>
Optional raw alpha values. Alpha=1 is used if this is empty and type is RGB/Gray. Can be set to a list of one value for constant alpha. Otherwise must match ‘pixels’ array size
property filter_blur
type: float
property filter_type
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
property frame_number
type: 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.
property frame_offset
type: int
Start frame offset for image sequences
property gamma
type: float
property height
type: int
The height of the raw bitmap
property interpolation
type: 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))
property maya_compatible
type: 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
property pixels
type: 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.
property pixels_type
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
property rgb_color_space
type: 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.
property transfer_function
type: int
0 - linear, 1 - gamma corrected, 2 - sRGB, 3 - auto
property width
type: int
The width of the raw bitmap
class plugins.RenderChannelAmbientOcclusion

Bases: object

Contains the ambient occlusion

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

Bases: object

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

class plugins.RenderChannelBumpNormals

Bases: object

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

property enableDeepOutput
type: boolean
property filtering
type: boolean
Whether the image filter will be applied to this channel
property name
type: String
Display name of this render channel
class plugins.RenderChannelCoat

Bases: object

Direct coat render element [gpuSupport=(full)]

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

Bases: object

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

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

Bases: object

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

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

Bases: object

Extension of RenderChannelColor used by V-Ray for Modo

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

Bases: object

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

property enableDeepOutput
type: boolean
property name
type: String
Display name of this render channel
class plugins.RenderChannelCryptomatte

Bases: object

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

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

Bases: object

Visualizes which host rendered each bucket

property enableDeepOutput
type: boolean
property name
type: String
Display name of this render channel
property text_alignment
type: int
Alignment for the text inside the buckets (1 - Right, 2 - Left, 3 - Wrap)
class plugins.RenderChannelDenoiser

Bases: object

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

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

Bases: object

Contains the result of rendering a specified color texture

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

Bases: object

Contains the result of rendering a specified float texture

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

Bases: object

Contains the result of rendering a specified integer texture

property affect_matte_objects
type: boolean
false to not affect Matte Objects
property enableDeepOutput
type: boolean
property exclude_list
type: 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
property exclude_list_as_inclusive_set
type: boolean
When true apply extra texture only to objects in exclude_list. When false apply extra texture to all objects out of exclude_list
property name
type: String
Display name of this render channel
property texmap
type: TextureInt
The texture that will be rendered into this channel
class plugins.RenderChannelGlossiness

Bases: object

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

property alias
type: int
Internal unique identifier for this channel type.
property enableDeepOutput
type: boolean
property filtering
type: boolean
Whether the image filter will be applied to this channel
property name
type: String
Display name of this render channel
class plugins.RenderChannelInteger

Bases: object

An arbitrary output variable of integer type.

property alias
type: int
Internal unique identifier for this channel type
property enableDeepOutput
type: boolean
property name
type: String
Display name of this render channel
class plugins.RenderChannelInvertedFloat

Bases: object

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

property alias
type: int
Internal unique identifier for this channel type
property enableDeepOutput
type: boolean
property filtering
type: boolean
Whether the image filter will be applied to this channel
property name
type: String
Display name of this render channel
class plugins.RenderChannelLightMix

Bases: object

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

property create_rest_channel
type: boolean
Create an additional Rest channel being saved to file
property denoise
type: boolean
true to denoise all light channels; false otherwise
property tag_lightmix
type: 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
class plugins.RenderChannelLightSelect

Bases: object

Light select render element [gpuSupport=(partial)]

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

Bases: object

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

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

Bases: object

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

property enableDeepOutput
type: boolean
property name
type: String
Display name of this render channel
class plugins.RenderChannelMultiMatte

Bases: object

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

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

Bases: object

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

property enableDeepOutput
type: boolean
property name
type: String
Display name of this render channel
class plugins.RenderChannelNormals

Bases: object

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

property enableDeepOutput
type: boolean
property filtering
type: boolean
Whether the image filter will be applied to this channel
property name
type: String
Display name of this render channel
class plugins.RenderChannelObjectSelect

Bases: object

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

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

Bases: object

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

property enableDeepOutput
type: boolean
property name
type: String
Display name of this render channel
class plugins.RenderChannelSheen

Bases: object

Direct sheen render element [gpuSupport=(full)]

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

Bases: object

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

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

Bases: object

Toon render element [gpuSupport=(none)]

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

Various scene metadata.

property category
type: List<String>
List of content categories.
property description
type: String
Scene description text.
property name
type: String
Scene name.
property preview_images
type: List<String>
List of paths or data URLs to preview images.
property scene_contents
type: String
String identifier describing the scene contents.
property tags
type: List<String>
List of additional content tags.
property user_attributes
type: List<String>
List of additional user attributes. Each attribute is a separate entry in the list in “name=value” format.
class plugins.SceneModifierTest

Bases: object

null

property material_scene
type: String
The material .vrscene
property particle_scene
type: String
The particle .vrscene
property proxy_scene
type: String
The proxy .vrscene
class plugins.SettingsCamera

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

Plugin used to force the current animation time in interactive mode

property current_frame
type: int
Current frame value. Used in interactive mode to force a frame change.
class plugins.SettingsDMCGI

Bases: object

Settings for Deterministic Monte Carlo sampling of Brute Force Global Illumination

property adaptivity_prepass
type: boolean
True to run a training prepass which would enable various adaptive algorithms.
property depth
type: 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.
property subdivs
type: 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.
class plugins.SettingsDMCSampler

Bases: object

Settings for the Deterministic Monte Carlo sampler

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

Bases: object

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

property dont_affect_settings
type: boolean
This is here so we can suppress a SettingsDecal node from affecting the main VRayRenderer sequence data
class plugins.SettingsDefaultDisplacement

Bases: object

Global settings for displacement geometry

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

Bases: object

Settings for auto-saved EXR images

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property decodeFromSRGB
type: boolean
property filtering
type: float
class plugins.SettingsHair

Bases: object

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

property min_hair_width
type: float
Minimum hair width in pixels, for plugins that support it and do not have that option overridden
class plugins.SettingsImageSampler

Bases: object

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

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

Bases: object

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

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

Bases: object

Settings for auto-saved JPEG images

property quality
type: int
JPEG quality (1-100)
class plugins.SettingsLightCache

Bases: object

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

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

Bases: object

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

property ignored_lights
type: 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.
property ignored_shadow_lights
type: 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
property include_exclude_light_flags
type: 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.
property include_exclude_shadow_flags
type: 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.
class plugins.SettingsLightTree

Bases: object

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

property build_quality
type: int
property on
type: boolean
property solids_enabled
type: int
class plugins.SettingsMemoryTracker

Bases: object

Plugin to control memory tracker report output

property output_directory
type: String
The output directory, needed for the file path
property output_enabled
type: boolean
Enable memory report file output
property output_file_prefix
type: String
the output file prefix, needed for the file name
property scene_name
type: String
The scene name, needed for the file name
class plugins.SettingsMotionBlur

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

Settings for auto-saved PNG images

property bits_per_channel
type: int
Bits per channel (8 or 16)
property compression
type: int
Compression for PNG output (0-9)
class plugins.SettingsPhotonMap

Bases: object

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

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

Bases: object

Settings for baking PTex texture files

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

Bases: object

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

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

Bases: object

Settings for ray intersection accelleration structures

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

Bases: object

Settings for the size and order of generating render buckets

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

Bases: object

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

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

Bases: object

Settings for auto-saved SGI images

property bits_per_channel
type: int
Bits per channel (8 or 16)
class plugins.SettingsTGA

Bases: object

Settings for auto-saved TGA images

property compression
type: int
Compression type for TGA output
class plugins.SettingsTIFF

Bases: object

Settings for auto-saved TIFF images

property bits_per_channel
type: int
Bits per channel (8, 16 bit fixed or 32-bit floating point)
property interleaved
type: boolean
If true, the TIFF color channels will be written interleaved (RGBRGB instead of RRGGBB)
class plugins.SettingsTextureCache

Bases: object

Sets tiled textures settings.

property cache_size
type: int
Texture cache size. This parameter is set as value of envirment variable VRAY_TEXTURE_CACHE before renderBegin.
property max_mipmap_resolution
type: int
Sets the max resultion used while render for mipmaped files. If set to zero, the original file resolution is used.
class plugins.SettingsUnitsInfo

Bases: object

Settings for converting scene units to physical units

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

Bases: object

Settings for VFB post-processing effects

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

Bases: object

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

property bits_per_channel
type: int
Bits per channel (16 or 32)
property compression
type: int
Compression for VRST output (0 - default, 1 - ZIP)
class plugins.SettingsVertexBaker

Bases: object

Setting for baking vertex color sets

property bake_alpha
type: int
property bake_rgb_color
type: int
property color_set_name
type: String
property objects
type: List<Plugin>
class plugins.SphereFade

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property adaptive_depth
type: int
property adaptive_edge
type: float
property adaptive_on
type: boolean
property adaptive_thresh
type: float
property anim_on
type: boolean
property bands
type: int
property bounces
type: int
property file_format
type: int
property file_name
type: String
property hit_recording
type: boolean
property max_mem_usage
type: int
property mode
type: int
property node
type: Plugin
Node of the mesh
property object_space
type: boolean
property per_normal
type: boolean
property ray_bias
type: float
property save_obj
type: boolean
property subdivs
type: int
class plugins.SphericalHarmonicsRenderer

Bases: object

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

property apply_filtering
type: int
property file_name
type: String
property filter_strength
type: float
property is_hemispherical
type: int
property precalc_light_per_frame
type: int
property sample_environment
type: int
property subdivs
type: int
property use_single_vrsh
type: int
class plugins.SunLight

Bases: object

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

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

Bases: object

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)]

property texture
type: Texture
property uvwgen
type: Plugin
Unused
class plugins.TexAColorChannel

Bases: object

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

property color_a
type: Texture
The color for channel source
property mode
type: int
Which component of the color should be returned - 0:red;1:green;2:blue;3:alpha;4:intensity
property mult_a
type: TextureFloat
Multiplier for the result
class plugins.TexAColorOp

Bases: object

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

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

Bases: object

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

property input
type: TextureFloat
property points
type: 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.
property post_infinity_type
type: int
One of the following: 0 – Constant, 1 – Linear, 2 – Cycle, 3 – Cycle relative, 4 – Oscillate.
property pre_infinity_type
type: int
One of the following: 0 – Constant, 1 – Linear, 2 – Cycle, 3 – Cycle relative, 4 – Oscillate.
property tangent_types
type: 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.
property weighted
type: boolean
class plugins.TexBerconDistortion

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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)]

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

Bases: object

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)]

property out_value
type: OutputTextureFloat
The result float value of the velocity/vorticity mix.
property velocity_mult
type: float
The velocity texture multiplier
property velocity_tex
type: Texture
The vorticity texture. This must be connected to the bifrostVelocity color set of the mesh.
property vorticity_mult
type: float
The vorticity texture multiplier
property vorticity_tex
type: Texture
The vorticity texture. This must be connected to the bifrostVorticity color set of the mesh.
class plugins.TexBillboardParticle

Bases: object

Deprecated. [gpuSupport=(bake)]

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

Bases: object

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

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

Bases: object

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

property blend_amount
type: TextureFloat
The linear blending weight: color_a dominates toward 0.0, color_b dominates toward 1.0
property color_a
type: Texture
The first color to blend
property color_b
type: Texture
The second color to blend
property composite
type: boolean
If true, color_b will be composited over color_a with the given weight, taking its alpha into account
class plugins.TexBlendBumpNormal

Bases: object

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

property bumpMap1
type: Texture
First bump map.
property bumpMap2
type: Texture
Second bump map.
property bumpMapWeight1
type: TextureFloat
Weight of first bump map.
property bumpMapWeight2
type: TextureFloat
Weight of second bump map.
property normalMap1
type: Texture
First tangent space normal map.
property normalMap2
type: Texture
Second tangent space normal map.
property normalMapWeight1
type: TextureFloat
Weight of first tangent space normal map.
property normalMapWeight2
type: TextureFloat
Weight of second tangent space normal map.
property sharpen
type: boolean
class plugins.TexBulge

Bases: object

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

property alpha_from_intensity
type: 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
property alpha_mult
type: TextureFloat
A multiplier for the texture alpha
property alpha_offset
type: TextureFloat
An additional offset for the texture alpha
property color
type: OutputTexture
The resulting color
property color_mult
type: Texture
A multiplier for the texture color
property color_offset
type: Texture
An additional offset for the texture color
property compatibility_with
type: 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, …
property h
type: float
Height of the valid texture sector
property invert
type: boolean
If true, the resulting texture color will be inverted (complementary)
property invert_alpha
type: boolean
If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
property jitter
type: float
Amount of random placement variation
property nouvw_color
type: Texture
The color when there are no valid uvw coordinates
property out_alpha
type: OutputTextureFloat
The resulting alpha
property out_intensity
type: OutputTextureFloat
The resulting intensity
property out_transparency
type: OutputTexture
The resulting transparency
property placement_type
type: int
The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
property tile_u
type: boolean
If true there is horizontal tiling
property tile_v
type: boolean
If true there is vertical tiling
property u
type: float
U coordinate of the valid texture sector
property u_width
type: float
property un_noise_phase
type: float
UV noise phase
property uv_noise_amount
type: float
UV noise amount
property uv_noise_animate
type: boolean
If true the noise is animated. Use “UV noise phase” to animate the noise.
property uv_noise_levels
type: float
UV noise iterations
property uv_noise_on
type: boolean
If true the noise is enabled.
property uv_noise_size
type: float
UV noise size
property uvwgen
type: Plugin
The uvw generator for the texture
property v
type: float
V coordinate of the valid texture sector
property v_width
type: float
property w
type: float
Width of the valid texture sector
class plugins.TexBump2Glossiness

Bases: object

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)]

property base_glossiness
type: TextureFloat
Base glossiness texture
property bump_amount
type: float
Bump amount
property bump_mode
type: int
Bump Mode: 0 - bump map; 1 - normal map in tangent space
property filter_blur
type: float
Filter blur for the bump map
property filter_max_eccentricity
type: float
Filter max eccentricity for the bump map
property filter_mode
type: int
Filter mode for the bump map
property filter_sharpness
type: float
Filter sharpness for the bump map
property filter_width
type: float
Filter width for the bump map
property map
type: Texture
A texture providing the bump map
property out_dbg_moment1
type: OutputTexture
Debug output containing first moments
property out_dbg_moment2
type: OutputTexture
Debug output containing second moments
property out_dbg_sigma
type: OutputTexture
Debug output containing determinant of sigma matrix
property use_roughness
type: boolean
Whether to treat the base glossiness texture as roughness (true) or glossiness (false).
property uvwgen
type: Plugin
The uvw generator for the bump map
class plugins.TexC4DNoise

Bases: object

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)]

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property max_color
type: Texture
property min_color
type: Texture
property texture
type: Texture
class plugins.TexCloth

Bases: object

Procedural weaved cloth texture [gpuSupport=(bake)]

property alpha_from_intensity
type: 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
property alpha_mult
type: TextureFloat
A multiplier for the texture alpha
property alpha_offset
type: TextureFloat
An additional offset for the texture alpha
property bright_spread
type: TextureFloat
property color
type: OutputTexture
The resulting color
property color_mult
type: Texture
A multiplier for the texture color
property color_offset
type: Texture
An additional offset for the texture color
property compatibility_with
type: 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, …
property gap_color
type: Texture
property h
type: float
Height of the valid texture sector
property invert
type: boolean
If true, the resulting texture color will be inverted (complementary)
property invert_alpha
type: boolean
If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
property jitter
type: float
Amount of random placement variation
property nouvw_color
type: Texture
The color when there are no valid uvw coordinates
property out_alpha
type: OutputTextureFloat
The resulting alpha
property out_intensity
type: OutputTextureFloat
The resulting intensity
property out_transparency
type: OutputTexture
The resulting transparency
property placement_type
type: int
The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
property randomness
type: TextureFloat
property tile_u
type: boolean
If true there is horizontal tiling
property tile_v
type: boolean
If true there is vertical tiling
property u
type: float
U coordinate of the valid texture sector
property u_color
type: Texture
property u_wave
type: TextureFloat
property u_width
type: TextureFloat
property un_noise_phase
type: float
UV noise phase
property uv_noise_amount
type: float
UV noise amount
property uv_noise_animate
type: boolean
If true the noise is animated. Use “UV noise phase” to animate the noise.
property uv_noise_levels
type: float
UV noise iterations
property uv_noise_on
type: boolean
If true the noise is enabled.
property uv_noise_size
type: float
UV noise size
property uvwgen
type: Plugin
The uvw generator for the texture
property v
type: float
V coordinate of the valid texture sector
property v_color
type: Texture
property v_wave
type: TextureFloat
property v_width
type: TextureFloat
property w
type: float
Width of the valid texture sector
property width_spread
type: TextureFloat
class plugins.TexColor2Scalar

Bases: object

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

property clr_txt
type: Texture
Color texture, which intensity will be used
property mult
type: TextureFloat
intensity multiplier
property use_alpha
type: int
add alpha in the average calculation
class plugins.TexColor8Mix

Bases: object

Deprecated. [gpuSupport=(none)]

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

Bases: object

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

property alpha_input
type: TextureFloat
property color_input
type: Texture
class plugins.TexColorAverage

Bases: object

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

property factor
type: float
The intensity of the output
property input
type: Texture
Input texture used to compute an intensity level
class plugins.TexColorCondition

Bases: object

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

property alpha_a
type: TextureFloat
property alpha_b
type: TextureFloat
property color_a
type: Texture
property color_b
type: Texture
property condition
type: TextureFloat
class plugins.TexColorConstant

Bases: object

Yield a constant color [gpuSupport=(full)]

property alpha
type: TextureFloat
property color
type: Texture
class plugins.TexColorCorrect

Bases: object

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

property alpha_clamp
type: TextureFloat
property alpha_clamp_max
type: TextureFloat
property alpha_clamp_min
type: TextureFloat
property alpha_gain
type: TextureFloat
property alpha_gamma
type: TextureFloat
property alpha_offset
type: TextureFloat
property col_clamp
type: TextureFloat
property col_clamp_max
type: Texture
property col_clamp_min
type: Texture
property col_gain
type: Texture
property col_gamma
type: Texture
property col_offset
type: Texture
property hue_shift
type: TextureFloat
property in_alpha
type: TextureFloat
property in_color
type: Texture
property premultiply_result
type: TextureFloat
property sat_gain
type: TextureFloat
property unpremultiply_input
type: TextureFloat
property val_gain
type: TextureFloat
class plugins.TexColorCurve

Bases: object

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

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

Bases: object

Deprecated. [gpuSupport=(none)]

property factor
type: Texture
The factor to be used in the operation.
property input
type: Texture
The value used in the operation.
property operation
type: int
The operation: 0=Exponential, 1=Logarithm, 2=Bias, 3=Gain
property use_alpha
type: boolean
Apply operation to alpha channel
class plugins.TexColorLogic

Bases: object

Compare colors [gpuSupport=(full)]

property color_a
type: Texture
property color_b
type: Texture
property operation
type: int
class plugins.TexColorMask

Bases: object

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

property in_alpha
type: TextureFloat
property in_color
type: Texture
property mask
type: Texture
property mask_alpha
type: TextureFloat
property mask_alpha_is_luminance
type: float
property preserve_color
type: TextureFloat
class plugins.TexColorMathBasic

Bases: object

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

property alpha
type: boolean
Use alpha in the calculations
property input1
type: Texture
The first color input
property input2
type: Texture
The second color input
property op
type: int
Operation: Add(), Subtract(), Multiply(), Divide(), Minimum(), Maximum()
class plugins.TexColorSwitch

Bases: object

Deprecated. [gpuSupport=(none)]

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

Bases: object

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

property input
type: Texture
The color value
class plugins.TexCombineColor

Bases: object

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)]

property color
type: Color
The color value
property result_invert
type: boolean
true to invert the result
property result_multiplier
type: float
A multiplier for the result (after inversion, if result_invert is true)
property texture
type: Texture
The texture
property texture_multiplier
type: float
The texture multiplier (blends between the value and the texture)
class plugins.TexCombineColorLightMtl

Bases: object

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

property color
type: Color
The color value
property result_multiplier
type: float
A multiplier for the final result
property texture
type: Texture
The texture
class plugins.TexCombineFloat

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property alpha_a
type: TextureFloat
property alpha_b
type: TextureFloat
property color_a
type: Texture
property color_b
type: Texture
property factor
type: TextureFloat
property operation
type: int
class plugins.TexCondition

Bases: object

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

property color
type: OutputTexture
The resulting color
property op_a
type: TextureFloat
The first number to compare
property op_b
type: TextureFloat
The second number to compare
property operation
type: TextureInt
The condition check: 0 - equal, 1 - not equal, 2 - greater than, 3 - greater or equal, 4 - less than, 5 - less or equal
property result_false
type: Texture
The color to return if the condition is false
property result_true
type: Texture
The color to return if the condition is true
class plugins.TexCondition2

Bases: object

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

property color_if_false
type: Texture
property color_if_true
type: Texture
property first_term
type: TextureFloat
property operation
type: int
0 : Equal; 1 : Not equal; 2 : Greater than; 3 : Greater or equal; 4 : Less than; 5 : Less or equal
property second_term
type: TextureFloat
class plugins.TexCurvature

Bases: object

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)]

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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)]

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

Bases: object

Deprecated. [gpuSupport=(none)]

property input_tex
type: TextureFloat
Input Float Texture
property max_displacement
type: float
Specifies the maximum displacement value. If an input value is higher than the Max Displacement value, it will be clipped
class plugins.TexDistance

Bases: object

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

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

Bases: object

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

property distance
type: OutputTextureFloat
property point1
type: Texture
property point2
type: Texture
property transform1
type: TextureTransform
property transform2
type: TextureTransform
class plugins.TexDistanceToObject

Bases: object

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

property object
type: 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.
class plugins.TexEdges

Bases: object

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

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

Bases: object

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

property ids_list
type: List<int>
A list of per-face material IDs.
property packing_mode
type: 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;
property voxels_face_basis
type: 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.
class plugins.TexFalloff

Bases: object

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

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

Bases: object

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)]

property input
type: TextureFloat
input
class plugins.TexFloatComposite

Bases: object

Compose two numbers [gpuSupport=(none)]

property factor
type: TextureFloat
property float_a
type: TextureFloat
property float_b
type: TextureFloat
property operation
type: int
class plugins.TexFloatCondition

Bases: object

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

property condition
type: TextureFloat
property float_a
type: TextureFloat
property float_b
type: TextureFloat
class plugins.TexFloatConstant

Bases: object

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

property in_float
type: TextureFloat
class plugins.TexFloatCorrect

Bases: object

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

property clamp
type: int
property clamp_max
type: float
property clamp_min
type: float
property gain
type: TextureFloat
property gamma
type: TextureFloat
property in_float
type: TextureFloat
property offset
type: TextureFloat
class plugins.TexFloatLogic

Bases: object

Compare numbers [gpuSupport=(full)]

property float_a
type: TextureFloat
property float_b
type: TextureFloat
property operation
type: int
class plugins.TexFloatMask

Bases: object

Mask a number [gpuSupport=(none)]

property in_float
type: TextureFloat
property mask
type: TextureFloat
class plugins.TexFloatOp

Bases: object

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

property abs
type: OutputTextureFloat
abs(float_a)
property acos
type: OutputTextureFloat
acos(float_a*float_b)
property asin
type: OutputTextureFloat
asin(float_a*float_b)
property atan
type: OutputTextureFloat
atan(float_a*float_b)
property atan2
type: OutputTextureFloat
atan2(float_b, float_a), computes the arctangent of float_b/float_a
property average
type: OutputTextureFloat
(float_a+float_b)*0.5
property bias_perlin
type: OutputTextureFloat
A:=float_a; B:=float_b; A^(log(B)/log(0.5)), computes the Bias(x, y) function as defined by Kenneth Perlin
property bias_schlick
type: 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
property ceil
type: OutputTextureFloat
ceil(float_a)
property cos
type: OutputTextureFloat
cos(float_a*float_b)
property difference
type: OutputTextureFloat
float_a-float_b
property exp
type: OutputTextureFloat
exp(float_a)
property float_a
type: TextureFloat
The first number
property float_b
type: TextureFloat
The second number
property floor
type: OutputTextureFloat
floor(float_a)
property fmod
type: OutputTextureFloat
fmod(float_a, float_b)
property gain_perlin
type: 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
property gain_schlick
type: 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
property log
type: OutputTextureFloat
log(float_a)
property log10
type: OutputTextureFloat
log10(float_a)
property max
type: OutputTextureFloat
max(float_a, float_b)
property min
type: OutputTextureFloat
min(float_a, float_b)
property mode
type: 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)

property power
type: OutputTextureFloat
The first number raised to the power of the second number
property product
type: OutputTextureFloat
float_a*float_b
property ratio
type: OutputTextureFloat
float_a/float_b
property sin
type: OutputTextureFloat
sin(float_a*float_b)
property sqrt
type: OutputTextureFloat
square root of float_a
property sum
type: OutputTextureFloat
float_a+float_b
property tan
type: OutputTextureFloat
tan(float_a)
class plugins.TexFloatPerVertexHairSampler

Bases: object

Deprecated. [gpuSupport=(none)]

property vertex_values
type: List<float>
Colors for each vertex the hair. Each values should match a vertex from the hair geometry.
class plugins.TexFloatToColor

Bases: object

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

property input
type: TextureFloat
The float value
property invert
type: boolean
class plugins.TexForestColor

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property color
type: OutputTexture
property inHsv
type: Texture
class plugins.TexHairRootSampler

Bases: object

Deprecated. [gpuSupport=(none)]

property root_values
type: List<Color>
The colors at the root of each hair strand.
class plugins.TexHairSampler

Bases: object

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

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

Bases: object

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

property basemap
type: Texture
property blackpoint
type: boolean
property file
type: String
property render_intent
type: int
class plugins.TexIDIntegerMap

Bases: object

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

property default
type: int
Default value. Returned when no matching id is found.
property id_tex
type: TextureInt
This texture will suply the IDs
property ids
type: List<int>
List of ids
property nsamples
type: int
The number of samples of the underlying geometry plugin. If not supplied, global nsamples will be used
property values
type: List<int>
List of values for each id in “ids”
class plugins.TexInt

Bases: object

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)]

property input
type: TextureInt
input
class plugins.TexIntToFloat

Bases: object

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

property input
type: TextureInt
The integer value
class plugins.TexInterpLinear

Bases: object

Deprecated. [gpuSupport=(none)]

property input
type: TextureFloat
scalar value to be remapped
property newrange_max
type: TextureFloat
end of the new range of values
property newrange_min
type: TextureFloat
start of the new range of values
property oldrange_max
type: TextureFloat
end of the current range of values
property oldrange_min
type: TextureFloat
start of the current range of values
class plugins.TexInvert

Bases: object

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

property color
type: OutputTexture
The inverted texture color
property invert_alpha
type: boolean
property texture
type: Texture
The texture to be inverted
class plugins.TexInvertFloat

Bases: object

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

property texture
type: TextureFloat
The texture to be inverted
class plugins.TexLayered

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property input
type: Texture
property luminance
type: OutputTextureFloat
class plugins.TexLut

Bases: object

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

property basemap
type: Texture
property file
type: String
property use_logspace
type: int
class plugins.TexMarble

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property invert_mask
type: boolean
true to invert the mask
property mask
type: Texture
The mask texture
property texture
type: Texture
The base texture
class plugins.TexMaxGamma

Bases: object

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

property color_space
type: int
The color space (0 - linear; 1 - inverse gamma; 2 - sRGB)
property gamma
type: float
The gamma value of the texture
property input
type: Texture
The input texture
property multiplier
type: float
The texture multiplier. Applied before gamma/color_space
class plugins.TexMaxHairInfo

Bases: object

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

property bias
type: TextureFloat
Bias
property color_a
type: Texture
Color A
property color_b
type: Texture
Color B
property max_distance
type: TextureFloat
Max distance
property output
type: 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
property seed_offset
type: int
Seed offset
class plugins.TexMaxPointCloudColor

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property bias
type: Texture
property contrast
type: Texture
property value
type: Texture
class plugins.TexMayaConversion

Bases: object

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

property conversion_factor
type: float
property input
type: TextureFloat
property output
type: OutputTextureFloat
class plugins.TexMayaFluid

Bases: object

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

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

Bases: object

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

property tex1
type: Plugin
The first texture. Should support the EXT_MAYA_FLUID_TEXTURE interface.
property tex2
type: Plugin
The second texture. Should support the EXT_MAYA_FLUID_TEXTURE interface.
class plugins.TexMayaFluidProcedural

Bases: object

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

property edge_fade_out
type: float
Since the cube drop-off shape is computed a little differently, we need this here for this particular case.
property type
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;
class plugins.TexMayaFluidTransformed

Bases: object

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

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

Bases: object

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

class plugins.TexMayaHairIncandescence

Bases: object

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

class plugins.TexMayaHairTransparency

Bases: object

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

class plugins.TexMayaLeather

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

property alphas
type: List<float>
property colors
type: List<Color>
property faces
type: List<int>
class plugins.TexMeshVertexColorChannel

Bases: object

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

property channelIndex
type: int
property channel_name
type: String
Name of the channel to use (it will match one of the channels in GeomStaticMesh::map_channels_names)
property default_color
type: Texture
class plugins.TexMeshVertexColorWithDefault

Bases: object

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

property default_color
type: Texture
property vertex_color
type: Texture
class plugins.TexMix

Bases: object

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

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

Bases: object

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

property background
type: Texture
property blend_mode
type: 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
property foreground
type: Texture
property mask
type: TextureFloat
Opacity mask for the foreground layer. This is multiplied by the opacity parameter but can be a texture.
property opacity
type: float
The opacity for the foreground layer.
class plugins.TexModoBlendLayersScalar

Bases: object

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

property background
type: TextureFloat
property blend_mode
type: 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
property foreground
type: TextureFloat
property foreground_color
type: 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.
property mask
type: TextureFloat
Opacity mask for the foreground layer. This is multiplied by the opacity parameter but can be a texture.
property opacity
type: float
The opacity for the foreground layer.
class plugins.TexModoChanModColorCorrect

Bases: object

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

property color_balance
type: Texture
The color balance adjustment.
property curve
type: Plugin
The curve adjustment - must support the EXT_REMAP_FLOAT_TO_FLOAT interface.
property hue
type: TextureFloat
The hue adjustment. This is in degrees.
property input_color
type: Texture
The input color
property invert
type: boolean
property saturation
type: TextureFloat
The saturation adjustment.
property value
type: TextureFloat
The value adjustment.
class plugins.TexModoChanModLogic

Bases: object

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

property input1
type: TextureFloat
property input2
type: TextureFloat
property op
type: int
property option_false
type: int
Determines what value to return when the result of the operation is ‘false’
property option_true
type: int
Determines what value to return when the result of the operation is ‘true’
property result
type: OutputTextureFloat
The result of the logical operation as a float, either 0.0 or 1.0
property value_false
type: TextureFloat
property value_true
type: TextureFloat
class plugins.TexModoDiffuseRoughness

Bases: object

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

property modo_diffuse_roughness
type: TextureFloat
class plugins.TexModoEnvironmentColor

Bases: object

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

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

Bases: object

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

property texture
type: Texture
class plugins.TexModoExtractColor

Bases: object

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

property texture
type: Texture
class plugins.TexModoFresnelSchlick

Bases: object

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

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

Bases: object

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

property invert
type: boolean
Parameter that enables the inverting to be animated.
property texture
type: Texture
The texture to be inverted.
class plugins.TexModoInvertChannels

Bases: object

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

property invert_blue
type: boolean
property invert_green
type: boolean
property invert_red
type: boolean
property texture
type: Texture
class plugins.TexModoInvertFloat

Bases: object

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

property invert
type: boolean
Parameter that enables the inverting to be animated.
property texture
type: TextureFloat
The texture to be inverted.
class plugins.TexModoLowHigh

Bases: object

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

property brightness
type: float
A simple brightness adjustment.
property clamp
type: boolean
True to clamp the result.
property contrast
type: float
A simple contrast adjustment.
property high
type: float
The new value for texture samples equal to 1.
property low
type: float
The new value for texture samples equal to 0.
property texture
type: Texture
The texture to be remapped. The texture’s alpha is unaffected by the remapping.
class plugins.TexModoMaxColorComponent

Bases: object

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

property color1
type: Texture
property color2
type: Texture
class plugins.TexModoOpacityToVRayWeight

Bases: object

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

property layer_mask
type: TextureFloat
property opacity
type: float
class plugins.TexModoProcess

Bases: object

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

property base_texture
type: Texture
property bias
type: float
property gain
type: float
property hue
type: float
property hueShift
type: float
property sat
type: float
property val
type: float
class plugins.TexModoProcessFloat

Bases: object

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

property base_texture
type: TextureFloat
property bias
type: float
property gain
type: float
property val
type: float
class plugins.TexModoRayType

Bases: object

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

property bounceCount
type: OutputTextureFloat
property cameraRay
type: OutputTextureFloat
property causticRay
type: OutputTextureFloat
property indirectRay
type: OutputTextureFloat
property reflectRay
type: OutputTextureFloat
property refractRay
type: OutputTextureFloat
property shadowRay
type: OutputTextureFloat
class plugins.TexModoReflectionRoughness

Bases: object

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

property blurry_reflections
type: boolean
property modo_reflection_roughness
type: TextureFloat
class plugins.TexModoRefractionRoughness

Bases: object

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

property modo_refraction_roughness
type: TextureFloat
class plugins.TexModoSampler

Bases: object

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

property backFacing
type: OutputTextureFloat
property cameraDistance
type: OutputTextureFloat
property distance
type: OutputTextureFloat
property distanceX
type: OutputTextureFloat
property distanceY
type: OutputTextureFloat
property distanceZ
type: OutputTextureFloat
property envAltitude
type: OutputTextureFloat
property incidenceAngle
type: OutputTextureFloat
property incidenceNobump
type: OutputTextureFloat
property locatorIncAngle
type: OutputTextureFloat
property locatorTransform
type: Transform
Locator transformation.
property meshPart
type: OutputTextureFloat
property objDistance
type: OutputTextureFloat
property objDistanceX
type: OutputTextureFloat
property objDistanceY
type: OutputTextureFloat
property objDistanceZ
type: OutputTextureFloat
property particle
type: OutputTextureFloat
property screenR
type: OutputTextureFloat
property screenX
type: OutputTextureFloat
property screenY
type: OutputTextureFloat
property slope
type: OutputTextureFloat
property slopeUndisplaced
type: OutputTextureFloat
property surfaceID
type: OutputTextureFloat
property textureU
type: OutputTextureFloat
property textureV
type: OutputTextureFloat
property thickness
type: OutputTextureFloat
property uvwgen
type: Plugin
class plugins.TexModoSpecularRoughness

Bases: object

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

property modo_specular_roughness
type: TextureFloat
class plugins.TexModoStencil

Bases: object

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

property base_tex
type: TextureFloat
The base texture.
property stencil_tex
type: 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.
property stenciled_value
type: float
The result where stencil_tex is >= 0.5 .
class plugins.TexModoSwizzle

Bases: object

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

property mode
type: int
The swizzling mode. 0 - (RRR1), 1 - (GGG1), 2 - (BBB1), 3 - (AAA1)
property texture
type: Texture
The texture to be swizzled.
class plugins.TexModoUVResetAndFalloff

Bases: object

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

property reset_u
type: boolean
property reset_v
type: boolean
property texture
type: Texture
property uvwgen
type: Plugin
This must be the same uvw generator used by ‘texture’.
class plugins.TexMotionOcclusion

Bases: object

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)]

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

Bases: object

null

property input
type: Plugin
property signature
type: int
class plugins.TexMulti

Bases: object

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

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

Bases: object

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

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

Bases: object

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)]

property color_textures
type: List<Texture>
The spherical projection textures; must be using a UVWGenProjection
property zdepth_offset
type: float
An offset for the zdepth value to avoid numeric errors
property zdepth_textures
type: List<Texture>
The z-depth projection textures
class plugins.TexMultiX

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

null

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

Bases: object

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

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

Bases: object

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

class plugins.TexParticleId

Bases: object

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

class plugins.TexParticleSampler

Bases: object

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

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

Bases: object

Deprecated. [gpuSupport=(bake)]

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

Bases: object

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

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

Bases: object

Deprecated. [gpuSupport=(none)]

property vertex_values
type: List<Color>
Colors for each vertex the hair. Each values should match a vertex from the hair geometry.
class plugins.TexPlusMinusAverage

Bases: object

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

property input1D
type: List<TextureFloat>
property input2D
type: List<Texture>
property input3D
type: List<Texture>
property operation
type: int
0 - No operation; 1 - Sum; 2 - Subtract from first; 3 - Average
property output1D
type: OutputTextureFloat
property output2D
type: OutputTexture
property output3D
type: OutputTexture
class plugins.TexPtex

Bases: object

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

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

Bases: object

Multiplies two color textures [gpuSupport=(full)]

property alpha_mode
type: int
Alpha mode (0 - from color_a, 1 - from color_b, 2 - multiply
property color_a
type: Texture
The first texture
property color_b
type: Texture
The second texture
class plugins.TexRGBTintMax

Bases: object

Tints the input color [gpuSupport=(none)]

property blue
type: Color
The blue color
property green
type: Color
The green color
property red
type: Color
The red color
property texture
type: Texture
The texture
class plugins.TexRGBToHSV

Bases: object

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

property color
type: OutputTexture
property inRgb
type: Texture
Input RGB color
class plugins.TexRamp

Bases: object

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)]

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

Bases: object

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

property color
type: OutputTexture
The resulting random color.
property color_seed
type: Texture
Each color component at the shading point affects seed.
property float_seed
type: TextureFloat
Float value at the shading point affects seed.
property range_max
type: float
Random value range maximum value.
property range_min
type: float
Random value range minimum value.
property seed
type: int
Random seed. Mixed with color_seed or float_seed.
property value
type: OutputTextureFloat
The resulting random value.
class plugins.TexRaySwitch

Bases: object

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

property default_texture
type: Texture
This texture is used if texture is not set for specific ray type or if the ray type is unknown.
property gi_ray_texture
type: Texture
This texture is used for GI rays.
property reflect_ray_texture
type: Texture
This texture is used for reflection rays.
property refract_ray_texture
type: Texture
This texture is used for refraction rays.
property shadow_ray_texture
type: Texture
This texture is used for shadow rays.
class plugins.TexRemap

Bases: object

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

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

Bases: object

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

property high
type: float
High boundary
property low
type: float
Low boundary
property value
type: TextureFloat
Value to remap
class plugins.TexRgbaCombine

Bases: object

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

property alpha
type: TextureFloat
Alpha channel input
property blue
type: TextureFloat
Blue channel input
property green
type: TextureFloat
Green channel input
property red
type: TextureFloat
Red channel input
class plugins.TexRgbaSplit

Bases: object

Deprecated. [gpuSupport=(none)]

property alpha
type: OutputTextureFloat
The input’s alpha only
property combined
type: OutputTexture
The combined RGB and alpha
property input
type: Texture
Color RGBA input texture
property rgb
type: OutputTexture
The RGB values with alpha set to 1.0
class plugins.TexRock

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

Deprecated. [gpuSupport=(none)]

property factor
type: TextureFloat
The factor to be used in the operation.
property input
type: TextureFloat
The value used in the operation.
property operation
type: int
The operation: 0=Exponential, 1=Logarithm, 2=Bias, 3=Gain
class plugins.TexScalarHairRootSampler

Bases: object

Deprecated. [gpuSupport=(none)]

property root_values
type: List<float>
The scalars at the root of each hair strand.
class plugins.TexScalarMathBasic

Bases: object

Deprecated. Use TexFloatOp [gpuSupport=(bake)]

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

Bases: object

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

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

Bases: object

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

property color
type: OutputTexture
property newMax
type: Texture
property newMin
type: Texture
property oldMax
type: Texture
property oldMin
type: Texture
property value
type: Texture
class plugins.TexSimplexNoise

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

Deprecated. [gpuSupport=(bake)]

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

Bases: object

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

property color
type: OutputTexture
property contribute_to_gi
type: 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.
property luminance
type: OutputTextureFloat
property luminance_mode
type: int
0: no luminance, 1: direct light, 2: diffuse light, 3: direct+diffuse light, 4: matte shadow
property samples
type: int
Samples for diffuse lighting
class plugins.TexSwirl

Bases: object

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

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

Bases: object

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

property default_texture
type: Texture
property nodes
type: List<Plugin>
property textures
type: List<Texture>
class plugins.TexSwitchFloat

Bases: object

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

property default_texture
type: TextureFloat
property nodes
type: List<Plugin>
property textures
type: List<TextureFloat>
class plugins.TexSwitchInt

Bases: object

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

property default
type: int
property nodes
type: List<Plugin>
property values
type: List<int>
class plugins.TexSwitchMatrix

Bases: object

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

property default_texture
type: TextureMatrix
property nodes
type: List<Plugin>
property textures
type: List<TextureMatrix>
class plugins.TexSwitchTransform

Bases: object

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

property default_texture
type: TextureTransform
property nodes
type: List<Plugin>
property textures
type: List<TextureTransform>
class plugins.TexTemperature

Bases: object

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

property alpha
type: float
Alpha color channel.
property color
type: Color
Color.
property color_mode
type: int
Output mode: 0 - from color; 1 - from temperature mode.
property gamma_correction
type: float
Gamma correction value.
property rgb_multiplier
type: float
Color multiplier.
property temperature
type: TextureFloat
Temperature in Kelvins.
class plugins.TexTemperatureToColor

Bases: object

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

property color
type: OutputTexture
property input
type: Texture
property temperature
type: float
class plugins.TexThickness

Bases: object

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

property thickness_mult
type: float
The object thickness is multiplied by this value to get the texture color.
class plugins.TexThinFilm

Bases: object

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

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

Bases: object

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

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

Bases: object

Converts input texture to a vector texturegpuSupport=(none)

property input
type: Plugin
Input texture (integer, float or color).
class plugins.TexTriPlanar

Bases: object

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

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

Bases: object

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

property component
type: int
Specifies which component to show (0 - all, 1 - u, 2 - v, 3 - w)
property uvwgen
type: Plugin
The uvw space that will be displayed as RGB
class plugins.TexUVWGenToTexture

Bases: object

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

property input
type: Plugin
class plugins.TexUserColor

Bases: object

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

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

Bases: object

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)]

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

Bases: object

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)]

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

Bases: object

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

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

Bases: object

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

property cross_product
type: OutputTextureVector
The cross product
property difference
type: OutputTextureVector
The difference
property dot_product
type: OutputTextureFloat
The dot product
property mult_a
type: TextureFloat
Multiplier for the first vector
property mult_b
type: TextureFloat
Multiplier for the second vector
property result_a
type: OutputTextureVector
The first vector times the first multiplier
property result_b
type: OutputTextureVector
The second vector times the second multiplier
property sum
type: OutputTextureVector
The sum
property vector_a
type: TextureVector
The first vector
property vector_b
type: TextureVector
The second vector
property x
type: OutputTextureFloat
The x-component of the first vector
property y
type: OutputTextureFloat
The y-component of the first vector
property z
type: OutputTextureFloat
The z-component of the first vector
class plugins.TexVectorProduct

Bases: object

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

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

Bases: object

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

property color
type: OutputTexture
property input
type: TextureVector
class plugins.TexVertexColorDirect

Bases: object

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

property color_set_name
type: String
property default_color
type: Texture
class plugins.TexVoxelData

Bases: object

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

property density
type: List<float>
Fluid density
property flame
type: List<float>
Fluid flame
property fuel
type: List<float>
Fluid fuel
property interpolation
type: int
Interpolation type: 0 - Linear, 1 - Quadratic
property out_density
type: OutputTextureFloat
Density
property out_flame
type: OutputTextureFloat
Flame
property out_fuel
type: OutputTextureFloat
Fuel
property resolution
type: Vector
Resolution
property uvwgen
type: Plugin
The UVW generator for the texture
class plugins.TexWater

Bases: object

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

property choppy_mult
type: float
property height_mult
type: float
multiplier for the height of the water
property movement_rate
type: float
property patch_size
type: float
Size of the patch -> real resolution is 2^res
property resolution
type: int
Resolution -> real resolution is 2^res
property seed
type: int
Used to produce different waters
property uvwgen
type: Plugin
property wind_direction
type: float
direction of the wind
property wind_direction_mult
type: float
property wind_magnitude
type: float
magnitude of the wind
class plugins.TexWaves

Bases: object

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

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

Bases: object

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

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

Bases: object

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

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

Bases: object

Deprecated. [gpuSupport=(bake)]

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

Bases: object

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

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

Bases: object

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

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

Bases: object

Deprecated. [gpuSupport=(none)]

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

Bases: object

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

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

Bases: object

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

property black_color
type: Texture
Reflection (side) color
property curve_falloff
type: float
Curve falloff
property facing_refl
type: float
Facing reflectivity
property perp_refl
type: float
Perpendicular reflectivity
property white_color
type: Texture
Refraction (front) color
class plugins.TexXSIFlagstone

Bases: object

Deprecated. [gpuSupport=(bake)]

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

Bases: object

Deprecated. Use TexRamp or TexGradRamp. [gpuSupport=(bake)]

property alpha_factor
type: TextureFloat
Determines the factor by which the Alpha is multiplied when it is copied into the RGB channels
property alpha_from_intensity
type: 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
property alpha_mult
type: TextureFloat
A multiplier for the texture alpha
property alpha_offset
type: TextureFloat
An additional offset for the texture alpha
property alpha_output
type: boolean
If true, copies the gradient’s alpha channel into the RGB channels, creating a grayscale image.
property clip
type: 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
property color
type: OutputTexture
The resulting color
property color1
type: Texture
property color2
type: Texture
property color3
type: Texture
property color4
type: Texture
property color5
type: Texture
property color6
type: Texture
property color7
type: Texture
property color8
type: Texture
property color_mult
type: Texture
A multiplier for the texture color
property color_offset
type: Texture
An additional offset for the texture color
property compatibility_with
type: 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, …
property gradient_type
type: int
Gradient type: 0 (Vertical), 1(Horizontal), 2(Radial Wave), 3(RadialRainbow), 4(DiagonalDown), 5(DiagonalUp)
property h
type: float
Height of the valid texture sector
property input
type: float
Especially for XSI Gradient Mixer, when input type is scalar
property invert
type: boolean
If true, the resulting texture color will be inverted (complementary)
property invert_alpha
type: boolean
If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
property invert_direction
type: boolean
Inverts gradient directions if true
property jitter
type: float
Amount of random placement variation
property nouvw_color
type: Texture
The color when there are no valid uvw coordinates
property out_alpha
type: OutputTextureFloat
The resulting alpha
property out_intensity
type: OutputTextureFloat
The resulting intensity
property out_transparency
type: OutputTexture
The resulting transparency
property placement_type
type: int
The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
property pos_color1
type: float
property pos_color2
type: float
property pos_color3
type: float
property pos_color4
type: float
property pos_color5
type: float
property pos_color6
type: float
property pos_color7
type: float
property pos_color8
type: float
property tile_u
type: boolean
If true there is horizontal tiling
property tile_v
type: boolean
If true there is vertical tiling
property u
type: float
U coordinate of the valid texture sector
property un_noise_phase
type: float
UV noise phase
property uv_noise_amount
type: float
UV noise amount
property uv_noise_animate
type: boolean
If true the noise is animated. Use “UV noise phase” to animate the noise.
property uv_noise_levels
type: float
UV noise iterations
property uv_noise_on
type: boolean
If true the noise is enabled.
property uv_noise_size
type: float
UV noise size
property uvwgen
type: Plugin
The uvw generator for the texture
property v
type: float
V coordinate of the valid texture sector
property w
type: float
Width of the valid texture sector
class plugins.TexXSIHLSAdjust

Bases: object

Deprecated. [gpuSupport=(none)]

property alpha_from_intensity
type: 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
property alpha_mult
type: TextureFloat
A multiplier for the texture alpha
property alpha_offset
type: TextureFloat
An additional offset for the texture alpha
property blue_h
type: float
blue hue
property blue_l
type: float
blue lightness
property blue_s
type: float
blue saturation
property color
type: OutputTexture
The resulting color
property color_mult
type: Texture
A multiplier for the texture color
property color_offset
type: Texture
An additional offset for the texture color
property compatibility_with
type: 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, …
property cyan_h
type: float
cyan hue
property cyan_l
type: float
cyan lightness
property cyan_s
type: float
cyan saturation
property green_h
type: float
green hue
property green_l
type: float
green lightness
property green_s
type: float
green saturation
property invert
type: boolean
If true, the resulting texture color will be inverted (complementary)
property invert_alpha
type: boolean
If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
property magenta_h
type: float
yellow hue
property magenta_l
type: float
yellow lightness
property magenta_s
type: float
yellow saturation
property master_h
type: float
master hue
property master_l
type: float
master lightness
property master_s
type: float
master saturation
property nouvw_color
type: Texture
The color when there are no valid uvw coordinates
property out_alpha
type: OutputTextureFloat
The resulting alpha
property out_intensity
type: OutputTextureFloat
The resulting intensity
property out_transparency
type: OutputTexture
The resulting transparency
property red_h
type: float
red hue
property red_l
type: float
red lightness
property red_s
type: float
red saturation
property xsi_color
type: Texture
Input texture
property yellow_h
type: float
yellow hue
property yellow_l
type: float
yellow lightness
property yellow_s
type: float
yellow saturation
class plugins.TexXSIIntensity

Bases: object

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

property alpha_from_intensity
type: 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
property alpha_mult
type: TextureFloat
A multiplier for the texture alpha
property alpha_offset
type: TextureFloat
An additional offset for the texture alpha
property color
type: OutputTexture
The resulting color
property color_mult
type: Texture
A multiplier for the texture color
property color_offset
type: Texture
An additional offset for the texture color
property compatibility_with
type: 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, …
property factor
type: float
multiply factor
property invert
type: boolean
If true, the resulting texture color will be inverted (complementary)
property invert_alpha
type: boolean
If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
property nouvw_color
type: Texture
The color when there are no valid uvw coordinates
property out_alpha
type: OutputTextureFloat
The resulting alpha
property out_intensity
type: OutputTextureFloat
The resulting intensity
property out_transparency
type: OutputTexture
The resulting transparency
property xsi_color
type: Texture
Color or Texture
class plugins.TexXSILayered

Bases: object

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

property alpha
type: TextureFloat
property alpha_from_intensity
type: 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
property alpha_mult
type: TextureFloat
A multiplier for the texture alpha
property alpha_offset
type: TextureFloat
An additional offset for the texture alpha
property blend_modes
type: 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
property color
type: OutputTexture
The resulting color
property color_mult
type: Texture
A multiplier for the texture color
property color_offset
type: Texture
An additional offset for the texture color
property compatibility_with
type: 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, …
property invert
type: boolean
If true, the resulting texture color will be inverted (complementary)
property invert_alpha
type: boolean
If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
property mask_modes
type: List<int>
Combination of following 0:NoMask, 1:InvertMask, 2:MaskConnectionPoint, 4:InputAlphaMask, 8:IntensityMask, 16:ThresholdMask
property mask_textures
type: List<TextureFloat>
property maskthresholds
type: List<float>
Layer threshold list
property nouvw_color
type: Texture
The color when there are no valid uvw coordinates
property out_alpha
type: OutputTextureFloat
The resulting alpha
property out_intensity
type: OutputTextureFloat
The resulting intensity
property out_transparency
type: OutputTexture
The resulting transparency
property textures
type: List<Texture>
property weights
type: List<float>
Weight list
class plugins.TexXSIMulti

Bases: object

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

property ids_list
type: List<int>
A list of material IDs
property textures
type: List<TextureFloat>
A list of float textures
class plugins.TexXSINormalMap

Bases: object

Deprecated. [gpuSupport=(bake)]

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

Bases: object

Deprecated. [gpuSupport=(none)]

property alpha
type: int
Include alpha
property alpha_from_intensity
type: 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
property alpha_mult
type: TextureFloat
A multiplier for the texture alpha
property alpha_offset
type: TextureFloat
An additional offset for the texture alpha
property color
type: OutputTexture
The resulting color
property color_mult
type: Texture
A multiplier for the texture color
property color_offset
type: Texture
An additional offset for the texture color
property compatibility_with
type: 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, …
property inrange
type: Texture
Color if in range
property invert
type: boolean
If true, the resulting texture color will be inverted (complementary)
property invert_alpha
type: boolean
If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
property max_thresh
type: Texture
Maximum threshold
property min_thresh
type: Texture
Minimum threshold
property nouvw_color
type: Texture
The color when there are no valid uvw coordinates
property out_alpha
type: OutputTextureFloat
The resulting alpha
property out_intensity
type: OutputTextureFloat
The resulting intensity
property out_transparency
type: OutputTexture
The resulting transparency
property outrange
type: Texture
Color if outside range
property xsi_color
type: Texture
Input texture
class plugins.TexXSIRipple

Bases: object

Deprecated. [gpuSupport=(bake)]

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

Bases: object

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

property alpha_from_intensity
type: 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
property alpha_mult
type: TextureFloat
A multiplier for the texture alpha
property alpha_offset
type: TextureFloat
An additional offset for the texture alpha
property color
type: OutputTexture
The resulting color
property color1_tex
type: Texture
property color2_tex
type: Texture
property color_mult
type: Texture
A multiplier for the texture color
property color_offset
type: Texture
An additional offset for the texture color
property compatibility_with
type: 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, …
property diffusion
type: TextureFloat
property grain_size
type: TextureFloat
property h
type: float
Height of the valid texture sector
property invert
type: boolean
If true, the resulting texture color will be inverted (complementary)
property invert_alpha
type: boolean
If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
property jitter
type: float
Amount of random placement variation
property mix_ratio
type: TextureFloat
property nouvw_color
type: Texture
The color when there are no valid uvw coordinates
property out_alpha
type: OutputTextureFloat
The resulting alpha
property out_intensity
type: OutputTextureFloat
The resulting intensity
property out_transparency
type: OutputTexture
The resulting transparency
property placement_type
type: int
The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
property tile_u
type: boolean
If true there is horizontal tiling
property tile_v
type: boolean
If true there is vertical tiling
property u
type: float
U coordinate of the valid texture sector
property un_noise_phase
type: float
UV noise phase
property uv_noise_amount
type: float
UV noise amount
property uv_noise_animate
type: boolean
If true the noise is animated. Use “UV noise phase” to animate the noise.
property uv_noise_levels
type: float
UV noise iterations
property uv_noise_on
type: boolean
If true the noise is enabled.
property uv_noise_size
type: float
UV noise size
property uvwgen
type: Plugin
The uvw generator for the texture
property v
type: float
V coordinate of the valid texture sector
property w
type: float
Width of the valid texture sector
class plugins.TexXSIScalar2Color

Bases: object

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

property alpha
type: float
Specifies the input scalar value to be copied to the alpha channel of the output
property alpha_from_intensity
type: 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
property alpha_mult
type: TextureFloat
A multiplier for the texture alpha
property alpha_offset
type: TextureFloat
An additional offset for the texture alpha
property clr_txt
type: Texture
Scalar2Color will be calculated on the base of a color or float texture
property color
type: OutputTexture
The resulting color
property color_mult
type: Texture
A multiplier for the texture color
property color_offset
type: Texture
An additional offset for the texture color
property compatibility_with
type: 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, …
property float_txt
type: TextureFloat
Specifies the input scalar value (value between 0 and 1) to be copied to RGB channels
property invert
type: boolean
If true, the resulting texture color will be inverted (complementary)
property invert_alpha
type: boolean
If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
property nouvw_color
type: Texture
The color when there are no valid uvw coordinates
property out_alpha
type: OutputTextureFloat
The resulting alpha
property out_intensity
type: OutputTextureFloat
The resulting intensity
property out_transparency
type: OutputTexture
The resulting transparency
class plugins.TexXSIScalarInvert

Bases: object

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

property input
type: TextureFloat
Specifies the input value to be inverted
class plugins.TexXSISnow

Bases: object

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

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

Bases: object

Deprecated. [gpuSupport=(bake)]

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

Bases: object

Deprecated. [gpuSupport=(none)]

property channel
type: int
The channel number * 3 + a number indicating which of the x,y or z values are used.
property factor
type: float
Weight multiplication factor
property weight_max
type: float
Minimum weight (w/o factor)
property weight_min
type: float
Minimum weight (w/o factor)
class plugins.TexXSIWeightmapColorLookup

Bases: object

Deprecated. Similar to TexUVW + TexAColorChannel. [gpuSupport=(none)]

property channel
type: int
The channel number * 3 + a number indicating which of the x,y or z values are used.
property factor
type: float
Weight multiplication factor
property weight_max
type: float
Minimum weight (w/o factor)
property weight_min
type: float
Minimum weight (w/o factor)
class plugins.TexXSIWeightmapLookup

Bases: object

Deprecated. Similar to TexUVW + TexAColorChannel. [gpuSupport=(none)]

property channel
type: int
The channel number * 3 + a number indicating which of the x,y or z values are used.
property factor
type: float
Weight multiplication factor
property weight_max
type: float
Minimum weight (w/o factor)
property weight_min
type: float
Minimum weight (w/o factor)
class plugins.TexXSIWood

Bases: object

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

property absolute
type: boolean
property age
type: TextureFloat
property alpha_from_intensity
type: 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
property alpha_mult
type: TextureFloat
A multiplier for the texture alpha
property alpha_offset
type: TextureFloat
An additional offset for the texture alpha
property center_u
type: TextureFloat
property center_v
type: TextureFloat
property color
type: OutputTexture
The resulting color
property color_mult
type: Texture
A multiplier for the texture color
property color_offset
type: Texture
An additional offset for the texture color
property compatibility_with
type: 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, …
property complexity
type: TextureFloat
property filler_color_tex
type: Texture
property frequency
type: Vector
property grain_bias
type: TextureFloat
property grain_color_tex
type: Texture
property grain_density
type: TextureFloat
property grain_size
type: TextureFloat
property h
type: float
Height of the valid texture sector
property invert
type: boolean
If true, the resulting texture color will be inverted (complementary)
property invert_alpha
type: boolean
If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
property jitter
type: float
Amount of random placement variation
property layer_size
type: TextureFloat
property nouvw_color
type: Texture
The color when there are no valid uvw coordinates
property out_alpha
type: OutputTextureFloat
The resulting alpha
property out_intensity
type: OutputTextureFloat
The resulting intensity
property out_transparency
type: OutputTexture
The resulting transparency
property placement_type
type: int
The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
property randomness
type: TextureFloat
property ratio
type: TextureFloat
property tile_u
type: boolean
If true there is horizontal tiling
property tile_v
type: boolean
If true there is vertical tiling
property u
type: float
U coordinate of the valid texture sector
property u_amp
type: TextureFloat
property un_noise_phase
type: float
UV noise phase
property uv_noise_amount
type: float
UV noise amount
property uv_noise_animate
type: boolean
If true the noise is animated. Use “UV noise phase” to animate the noise.
property uv_noise_levels
type: float
UV noise iterations
property uv_noise_on
type: boolean
If true the noise is enabled.
property uv_noise_size
type: float
UV noise size
property uvwgen
type: Plugin
The uvw generator for the texture
property v
type: float
V coordinate of the valid texture sector
property v_amp
type: TextureFloat
property vein_color_tex
type: Texture
property vein_spread
type: TextureFloat
property w
type: float
Width of the valid texture sector
property wobbly_struct
type: boolean
class plugins.TransformToTex

Bases: object

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)]

property input
type: TextureTransform
class plugins.TrimmingRegion

Bases: object

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

property innerCurves
type: List<Plugin>
List of NURBSCurve objects - the inner curves for the trimming region
property outerCurve
type: Plugin
A NURBSCurve object - the outer curve for the trimming region
class plugins.TrimmingRegionsComplex

Bases: object

Used by GeomStaticNURBS to trim parts of the surface. [gpuSupport=(none)]

property count
type: 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

property cvs
type: List<float>
List containg pairs of (u, v) coordinates of control vertices for all the curves
property knots
type: List<float>
List containing the knot values for all the curves
class plugins.UVWGenBercon

Bases: object

Bercon textures UVW generator [gpuSupport=(full)]

property angle_x
type: float
X angle
property angle_x2
type: TextureFloat
second X angle
property angle_y
type: float
Y angle
property angle_y2
type: TextureFloat
second Y angle
property angle_z
type: float
Z angle
property angle_z2
type: TextureFloat
second Z angle
property cam_space
type: boolean
Calculations in camera space
property channel
type: int
Mapping channel
property filtering
type: float
filtering
property map
type: int
Mapping type
property mode_2d
type: int
2D mode
property offset_x
type: float
the X offset
property offset_x2
type: TextureFloat
second X offset
property offset_y
type: float
the Y offset
property offset_y2
type: TextureFloat
second Y offset
property offset_z
type: float
the Z offset
property offset_z2
type: TextureFloat
second Z offset
property rand_mat
type: int
Random by material
property rand_obj
type: int
Random by object
property rand_par
type: int
Random by particle
property seed
type: int
Seed
property size_x
type: float
X size
property size_x2
type: TextureFloat
second X size
property size_y
type: float
Y size
property size_y2
type: TextureFloat
second Y size
property size_z
type: float
Z size
property size_z2
type: TextureFloat
second Z size
property tile_x
type: int
X tiles
property tile_y
type: int
Y tiles
property tile_z
type: int
Z tiles
property xyz_lock
type: int
XYZ Lock
class plugins.UVWGenChannel

Bases: object

The most common UVW generator plugin. Uses one of the map channels from a mesh plugin and optionally transforms the UVs. [gpuSupport=(partial)]

property coverage
type: Vector
Coverage
property crop_u
type: int
1 to crop in the u-direction
property crop_v
type: int
1 to crop in the v-direction
property crop_w
type: int
1 to crop in the w-direction
property duvw_scale
type: float
Additional scale factor for the texture derivatives
property nsamples
type: int
Number of uvw transform samples for motion blur
property tex_transform
type: Transform
Final transformation on the resulting uvw coordinates, after mirror, crop etc
property use_double_sided_mode
type: 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.
property uvw_channel
type: int
Index of the mapping channel to use (from GeomStaticMesh::map_channels). The special value -1 takes the first available channel.
property uvw_coords
type: OutputTextureVector
The uvw coordinates for the specified channel at the current shading point
property uvw_transform
type: Transform
Initial transformation on the uvw coordinates, before mirror, crop etc
property uvw_transform_tex
type: TextureTransform
A texture overriding uvw_transform
property uvwgen
type: Plugin
Optional UVWGen from which the initial uvw coordinates will be taken, instead of the surface point
property wrap_mode
type: int
Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
property wrap_u
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_v
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_w
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
class plugins.UVWGenEnvironment

Bases: object

UVW generator to be used for environment maps of cubic, spherical and other types [gpuSupport=(partial)]

property crop_u
type: int
1 to crop in the u-direction
property crop_v
type: int
1 to crop in the v-direction
property crop_w
type: int
1 to crop in the w-direction
property duvw_scale
type: float
Additional scale factor for the texture derivatives
property ground_on
type: int
When on, project the environment from the “bottom” hemisphere to the ground plane
property ground_position
type: Vector
Ground projection center position when ground_on=1
property ground_radius
type: float
Radius of the projection plane around ground_position for which to project
property mapping_type
type: String
One of “angular”, “cubic”, “spherical”, “mirror_ball”, “screen”, “max_spherical”, “spherical_vray”, “max_cylindrical” or “max_shrink_wrap”
property uvw_matrix
type: Matrix
Transformation of the input directions. This effectively rotates the environment.
property uvw_transform
type: Transform
Transformation of the resulting UVW coordinates
property wrap_u
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_v
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_w
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
class plugins.UVWGenExplicit

Bases: object

UVW generator that uses UVW values from a color texture or separate grayscale textures [gpuSupport=(partial)]

property u
type: TextureFloat
Explicit U input to replace the U value from shaded geometry
property useSeparateParams
type: int
Choose which inputs to use (0 - Auto, 1 - “uvw”, 2 - “u”/”v”/”w”)
property user_attribute_scale_enabled
type: boolean
Enables the additional scaling by the ‘__vray_uvwscale’ user attribute from objects.
property uvw
type: Texture
Explicit UVW input to replace the UVW value from shaded geometry
property v
type: TextureFloat
Explicit V input to replace the V value from shaded geometry
property w
type: TextureFloat
Explicit W input to replace the W value from shaded geometry
class plugins.UVWGenMaxPointCloud

Bases: object

UVW generator which gets the data from particles and user attributes, for 3dsMax compatibility [gpuSupport=(partial)]

property coverage
type: Vector
Coverage
property crop_u
type: int
1 to crop in the u-direction
property crop_v
type: int
1 to crop in the v-direction
property crop_w
type: int
1 to crop in the w-direction
property duvw_scale
type: float
Additional scale factor for the texture derivatives
property nsamples
type: int
Number of uvw transform samples for motion blur
property tex_transform
type: Transform
Final transformation on the resulting uvw coordinates, after mirror, crop etc
property uvw_coords
type: OutputTextureVector
The uvw coordinates for the specified channel at the current shading point
property uvw_transform
type: Transform
Initial transformation on the uvw coordinates, before mirror, crop etc
property uvw_transform_tex
type: TextureTransform
A texture overriding uvw_transform
property wrap_mode
type: int
Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
property wrap_u
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_v
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_w
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
class plugins.UVWGenMayaPlace2dTexture

Bases: object

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)]

property clamp_u
type: boolean
Clamp the ‘U’ coordinate when accessing texture coordinate outside the [0,1] range
property clamp_v
type: boolean
Clamp the ‘V’ coordinate when accessing texture coordinate outside the [0,1] range
property coverage_u
type: float
U values are remapped to 1.0/coverage_u
property coverage_u_tex
type: TextureFloat
U values are remapped to 1.0/coverage_u
property coverage_v
type: float
V values are remapped to 1.0/coverage_v
property coverage_v_tex
type: TextureFloat
V values are remapped to 1.0/coverage_v
property mirror_u
type: boolean
If true, every other tile outside the [0;1] range will be mirrored in U
property mirror_v
type: boolean
If true, every other tile outside the [0;1] range will be mirrored in V
property noise_u
type: float
Noise magnitude multiplier in U direction
property noise_u_tex
type: TextureFloat
Noise magnitude multiplier in U direction
property noise_v
type: float
Noise magnitude multiplier in V direction
property noise_v_tex
type: TextureFloat
Noise magnitude multiplier in V direction
property nsamples
type: 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.
property offset_u
type: float
Offset added to U before mirroring (after wrap, coverage, clamp)
property offset_u_tex
type: TextureFloat
Offset added to U before mirroring (after wrap, coverage, clamp)
property offset_v
type: float
Offset added to V before mirroring (after wrap, coverage, clamp)
property offset_v_tex
type: TextureFloat
Offset added to V before mirroring (after wrap, coverage, clamp)
property repeat_u
type: float
Multiplier for U values
property repeat_u_tex
type: TextureFloat
Multiplier for U values
property repeat_v
type: float
Multiplier for V values
property repeat_v_tex
type: TextureFloat
Multiplier for V values
property rotate_frame
type: float
Rotate the frame after applying UV noise
property rotate_frame_tex
type: TextureFloat
Rotate the frame after applying UV noise
property rotate_uv
type: float
Rotate the UVs after mirroring
property rotate_uv_tex
type: TextureFloat
Rotate the UVs after mirroring
property stagger
type: boolean
If true, tiles in the V direction will add +0.5 to the U value for a ‘staggering’ effect
property translate_frame_u
type: float
Translate the frame in U direction after applying rotate_frame (and before wrap, coverage, clamp)
property translate_frame_u_tex
type: TextureFloat
Translate the frame in U direction after applying rotate_frame (and before wrap, coverage, clamp)
property translate_frame_v
type: float
Translate the frame in V direction after applying rotate_frame (and before wrap, coverage, clamp)
property translate_frame_v_tex
type: TextureFloat
Translate the frame in V direction after applying rotate_frame (and before wrap, coverage, clamp)
property uv_set_name
type: String
The name of the uv channel that should be used.
property uvw_channel
type: int
Index of the mapping channel to use (from GeomStaticMesh::map_channels).
property uvw_channel_tex
type: TextureInt
Used when more than one mesh has UV linking specified for this 2d placement. If present will override uvw_channel.
property uvwgen
type: Plugin
Optional UVWGen from which the initial uvw coordinates will be taken, instead of the surface point
property wrap_u
type: boolean
If true, U values outside the [0;1] range will wrap back to [0;1]
property wrap_v
type: boolean
If true, V values outside the [0;1] range will wrap back to [0;1]
class plugins.UVWGenModo

Bases: object

UVW generator for V-Ray for Modo [gpuSupport=(partial)]

property cylindrical_base_uvwgen
type: boolean
The cylindrical projection applies the repeat_u/repeat_v options a little differently.
property gpu_override
type: int
When enabled uv_set_name, uv_set_index and uvwgen are ignored.
property gpu_override_transform
type: Transform
Additional transformation used only when gpu_override is not 0.
property legacy_uv_rotation
type: 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.
property repeat_u
type: float
How many times to repeat the UV space horizontally.
property repeat_v
type: float
How many times to repeat the UV space vertically.
property rotation
type: float
Rotation of the UV space in radians.
property texture_offset_amplitude
type: float
Multiplier for the values in the ‘texture_offset’ texture.
property texture_offset_random
type: 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.
property texture_offset_tex
type: Texture
The color value of this texture is added to the generated UVW coordinates.
property tile_mode_u
type: int
Horizontal tiling mode.
property tile_mode_v
type: int
Vertical tiling mode.
property uv_matrix
type: Matrix
These are the m00…m22 channels from MODO. The matrix is in row-major order.
property uv_set_index
type: 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.
property uv_set_name
type: 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.
property uvwgen
type: Plugin
Optional UVWGen from which the initial uvw coordinates will be taken, instead of using ‘uv_set_name’.
property uvwgen_has_local_tm
type: boolean
When set to false uvwgen->getLocalUVWTransform must not be used, instead uvwgen->getUVW must be used.
class plugins.UVWGenObject

Bases: object

UVW generator that uses the object space coordinates of the shaded point as UVW values [gpuSupport=(partial)]

property duvw_scale
type: float
Additional scale factor for the texture derivatives
property uvw_transform
type: Transform
Transformation applied to the original UVW values from the geometry
class plugins.UVWGenObjectBBox

Bases: object

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)]

property coverage
type: Vector
Coverage
property crop_u
type: int
1 to crop in the u-direction
property crop_v
type: int
1 to crop in the v-direction
property crop_w
type: int
1 to crop in the w-direction
property duvw_scale
type: float
Additional scale factor for the texture derivatives
property nsamples
type: int
Number of uvw transform samples for motion blur
property tex_transform
type: Transform
Final transformation on the resulting uvw coordinates, after mirror, crop etc
property uvw_coords
type: OutputTextureVector
The uvw coordinates for the specified channel at the current shading point
property uvw_transform
type: Transform
Initial transformation on the uvw coordinates, before mirror, crop etc
property uvw_transform_tex
type: TextureTransform
A texture overriding uvw_transform
property wrap_mode
type: int
Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
property wrap_u
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_v
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_w
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
class plugins.UVWGenPlanarWorld

Bases: object

UVW generator that uses the world space coordinates of the shaded point as UVW values [gpuSupport=(partial)]

property coverage
type: Vector
Coverage
property crop_u
type: int
1 to crop in the u-direction
property crop_v
type: int
1 to crop in the v-direction
property crop_w
type: int
1 to crop in the w-direction
property duvw_scale
type: float
Additional scale factor for the texture derivatives
property nsamples
type: int
Number of uvw transform samples for motion blur
property tex_transform
type: Transform
Final transformation on the resulting uvw coordinates, after mirror, crop etc
property uvw_coords
type: OutputTextureVector
The uvw coordinates for the specified channel at the current shading point
property uvw_transform
type: Transform
Initial transformation on the uvw coordinates, before mirror, crop etc
property uvw_transform_tex
type: TextureTransform
A texture overriding uvw_transform
property wrap_mode
type: int
Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
property wrap_u
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_v
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_w
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
class plugins.UVWGenProjection

Bases: object

UVW generator that applies the chosen projection type to the world or object space coordinates of the shaded point [gpuSupport=(partial)]

property bitmap
type: Plugin
If we are projecting a bitmap, this is the bitmap’s buffer, we need it to implement vertical/horizontal fit
property camera_settings
type: Plugin
SettingsCamera plugin used for the ‘perspective’ mapping type
property camera_view
type: Plugin
RenderView plugin used for the ‘perspective’ mapping type
property compatibility_with
type: 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, …
property crop_u
type: int
1 to crop in the u-direction
property crop_v
type: int
1 to crop in the v-direction
property crop_w
type: int
1 to crop in the w-direction
property direction
type: int
Direction of projection for planar, spherical and cylindrical projections (0 - both; 1 - forward; 2 - backward)
property film_gate_h
type: float
Film gate height for ‘perspective’ mapping type
property film_gate_w
type: float
Film gate width for ‘perspective’ mapping type
property fitfill
type: int
0 - Fit fill; 1 - Horizontal; 2 - Vertical;
property fittype
type: int
0 - None; 1 - Match camera film gate; 2 - Match camera resolution;
property hide_backface
type: boolean
Determine whether to project on back faces of polygons when in perspective mode
property hide_occluded
type: boolean
Determine whether to project on occluded points when in perspective mode
property include_overscan
type: boolean
True to include camera overscan in perspective mode.
property nsamples
type: int
Number of uvw transform samples for motion blur
property object_space
type: boolean
If true the projection will be applied in the object space of the currently shaded geometry.
property rest_normal_tex
type: 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.
property rest_position_tex
type: Texture
Texture to be used as reference vertices for projections. Usually TexUserColor sampling geometry map channel. For V-Ray GPU only TexUserColor is considered.
property tex_transform
type: Transform
Final transformation on the resulting uvw coordinates, after applying the mapping type and other parameters
property type
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
property u_angle
type: float
The angle that corresponds to U=1 for spherical mapping
property use_reference_points
type: 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.
property user_attribute_scale_enabled
type: boolean
Enables the additional scaling by the ‘__vray_uvwscale’ user attribute from objects.
property uvw_transform
type: Transform
Initial transformation on the uvw coordinates, before applying the mapping type and other parameters
property uvw_transform_tex
type: TextureTransform
A texture overriding uvw_transform
property v_angle
type: float
The angle that corresponds to V=1 for spherical mapping
property wrap_u
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_v
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_w
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
class plugins.UVWGenRandomizer

Bases: object

Randomizes UVW of input UVWGen depending on various parameters [gpuSupport=(full)]

property crop_u
type: int
1 to crop in the u-direction
property crop_v
type: int
1 to crop in the v-direction
property input
type: Plugin
The input UVWGen
property mode
type: 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.
property seed
type: int
The user seed
property seed_tex
type: TextureInt
The user seed from int texture
property tile_blend
type: float
The edge blending factor between tiles when stochastic tiling is enabled
property variance_rot_max
type: float
The maximum of the rotation variance range, in degrees
property variance_rot_min
type: float
The minimum of the rotation variance range, in degrees
property variance_rot_steps
type: float
The number of steps in the rotation variance range
property variance_u_flip
type: boolean
Whether to flip U randomly
property variance_u_max
type: float
The maximum of the U offset variance range
property variance_u_min
type: float
The minimum of the U offset variance range
property variance_u_steps
type: float
The number of steps in the U offset variance range
property variance_uscale_max
type: float
The maximum of the U scale variance range, in percent
property variance_uscale_min
type: float
The minimum of the U scale variance range, in percent
property variance_uscale_steps
type: float
The number of steps in the U scale variance range
property variance_v_flip
type: boolean
Whether to flip V randomly
property variance_v_max
type: float
The maximum of the V offset variance range
property variance_v_min
type: float
The minimum of the V offset variance range
property variance_v_steps
type: float
The number of steps in the V offset variance range
property variance_vscale_max
type: float
The maximum of the V scale variance range, in percent
property variance_vscale_min
type: float
The minimum of the V scale variance range, in percent
property variance_vscale_steps
type: float
The number of steps in the V scale variance range
property variance_vscale_unlocked
type: int
Whether the V scale has variance or is the same as U scale
property wrap_mode
type: int
Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
property wrap_u
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_v
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
class plugins.UVWGenSelect

Bases: object

UVW generator that redirects to a UVW generator instance attached to a Node [gpuSupport=(none)]

property uvw_transform
type: Transform
Additional transform to be applied over the resolved UVW coordinates.
property uvwgen
type: Plugin
Optional UVWGen to be used as default if the uvwgen_id could not be resolved.
property uvwgen_id
type: String
Selector string ID that will be searched for in the intersected geometry instance.
class plugins.UVWGenSwitch

Bases: object

UVW generator that chooses from a list of other generators based on which scene object is being shaded [gpuSupport=(partial)]

property default
type: Plugin
A default UVWGen used if the shaded node is not in the list
property nodes
type: List<Plugin>
List of geometric objects
property uvwgens
type: List<Plugin>
A list of UVWGen plugins for the respective elements in the ‘nodes’ list
class plugins.VRScansPMaskElement

Bases: object

property name
type: String
Display name of this render channel
class plugins.VRScansZoneElement

Bases: object

property name
type: String
Display name of this render channel
property zone
type: int
Display name of this render channel
class plugins.VRayClipper

Bases: object

This plugin clips other geometries with a plane or custom shape [gpuSupport=(partial)]

property affect_light
type: boolean
If enabled, the clipper will affect area light sources as well.
property clip_lights
type: boolean
Enables or disables the clipping of lights geometry (for example a mesh light).
property clip_mesh
type: Plugin
Mesh plugin to use as a clipping mesh instead of a simple plane.
property enabled
type: boolean
Enable the clipper
property exclusion_mode
type: boolean
false to include the nodes listed, true to exclude the nodes listed.
property exclusion_nodes
type: List<Plugin>
List of node plugins to consider for inclusion/exclusion
property fill_cavities
type: boolean
When ON holes in geometry inside other geometries will be filled
property invert_inside
type: int
Specifies the boolean operation to perform: 0 - intersection, 1 - substraction(scene - clip_mesh).
property material
type: Plugin
Material for shading the surfaces created by clipping
property material_id
type: 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.
property object_id
type: int
The object ID assigned to geometry that is clipped by the clipper. This is used only when there is no clip mesh specified.
property only_camera_rays
type: 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.
property set_material_id
type: boolean
If true, material_id will be used when shading clipped parts
property transform
type: Transform
Transformation for the clipping plane/mesh
property use_obj_mtl
type: 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.
class plugins.VRayDecal

Bases: object

The decal plugin for specifying various decal parametersgpuSupport=(full)

property bend
type: float
The bend angle in degrees from 0 to 360
property decal_only_bump
type: boolean
True if the decal should override the original surface’s bump, false if it should preserve it
property displacement_ignore_original
type: boolean
Whether to ignore the original surface displacement
property displacement_tex_color
type: Texture
The texture to evaluate for the displacement.
property enabled
type: boolean
true enable the plugin, false to disable it.
property exclusion_mode
type: boolean
true to include the nodes listed, false to exclude the nodes listed.
property exclusion_nodes
type: List<Plugin>
List of node plugins to consider for inclusion/exclusion.
property fade_angle
type: float
The normal angle to fade to.
property fade_on
type: int
Whether fading by normal angle is enabled.
property height
type: float
The height of the decal box.
property height_offset
type: float
Offset of the decal projection in percent relative to the decal height
property length
type: float
The length of the decal box.
property mask
type: Texture
The texture to evaluate for the opacity mask.
property material
type: Plugin
Material for shading the decal.
property normal_angle
type: float
The angle between the decal normal and the geometry normal before fading starts.
property nsamples
type: int
Number of transform samples for motion blur
property objectID
type: int
Object ID for the rendering
property orig_bump_amount
type: float
The amount of the surface’s original bump that should be preserved
property override_user_attributes
type: boolean
Whether the decal should override the user attributes of the surfaces it’s projected on
property project_on_back
type: boolean
Whether to project the decal on the backs of surfaces
property scene_name
type: 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.
property transform
type: Transform
Transformation for the decal box.
property user_attributes
type: 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
property user_attributes_bin
type: List<int>
Serialized user attributes (refer to BinUserAttributesWriter).
property width
type: float
The width of the decal box.
property z_order
type: int
The z order of the decal. Highest order is on top.
class plugins.VRayObjectProperties

Bases: object

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)]

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

Bases: object

V-Ray Scene (*.vrscene) stand-in plugins

property add_lights
type: boolean
Add lights from the included files
property add_nodes
type: boolean
Add nodes from the included files
property anim_length
type: int
Specifies the length of the animation sequence
property anim_offset
type: float
Animation initial frame offset
property anim_override
type: boolean
Override animation settings
property anim_speed
type: float
Animation playback speed
property anim_start
type: int
Specifies the first frame of the animation sequence
property anim_type
type: int
Animation playback type (0 - Loop; 1 - Once; 2 - Ping-Pong; 3 - Still)
property apply_usd_meters_scale
type: int
Determine if the UsdStage metersPerUnit metadata should be taken into account to automatically scale the scene
property channels
type: List<Plugin>
Render channels the result of this light will be written to
property channels_diffuse
type: List<Plugin>
Render channels the diffuse result of this light will be written to
property channels_full
type: List<Plugin>
Render channels the full (direct+indirect) result of this light will be written to
property channels_raw
type: List<Plugin>
Render channels the raw diffuse result of this light will be written to
property channels_specular
type: List<Plugin>
Render channels the specular result of this light will be written to
property disable
type: boolean
Disable loader
property filepath
type: String
Path to a *.vrscene file
property flip_axis
type: 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
property hidden_objects
type: List<String>
Plugin names list to hide
property hidden_objects_inclusive
type: int
Specifies if “hidden_objects” list is inclusive
property material_override
type: Plugin
Override material
property mrs_camera_visibility
type: boolean
Whether the object is visible from the camera (camera rays)
property mrs_gi_visibility
type: boolean
Whether the object is visible to GI (generating and receiving)
property mrs_reflections_visibility
type: boolean
Whether the object is visible in reflections
property mrs_refractions_visibility
type: boolean
Whether the object is visible in refractions
property mrs_shadows_receive
type: boolean
Whether the object receives shadows
property mrs_shadows_visibility
type: boolean
Whether the object casts shadows (visible to lights for shadow rays)
property mrs_use
type: boolean
Use MtlRenderStats
property mrs_visibility
type: float
Overall visibility
property mw_affect_alpha
type: boolean
Turn this on to make shadows affect the alpha contribution of the matte surface.
property mw_alpha_contribution
type: float
The contribution of the resulting color to the alpha channel.
property mw_channels
type: List<Plugin>
Render channels the result of this BRDF will be written to
property mw_generate_caustics
type: float
Controls the caustics generated by the material.
property mw_generate_gi
type: float
Controls the GI generated by the material.
property mw_generate_render_elements
type: boolean
Setting this to false makes objects to not affect the render elements.
property mw_gi_amount
type: float
Determines the amount of gi shadows.
property mw_gi_quality_multiplier
type: float
A multiplier for GI quality
property mw_gi_surface_id
type: int
If two objects have different GI surface ids, the light cache samples of the two objects will not be blended
property mw_matte_for_secondary_rays
type: 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
property mw_matte_surface
type: boolean
Makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
property mw_maya_background_shader_compatibility
type: boolean
Setting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won’t be seen.
property mw_no_gi_on_other_mattes
type: boolean
This will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
property mw_receive_caustics
type: float
Controls the caustics received by the material.
property mw_receive_gi
type: float
Controls the GI received by the material.
property mw_reflection_amount
type: float
Shows the reflections of the base material.
property mw_reflection_exclude
type: List<Plugin>
A list of plugins that will be excluded from reflections.
property mw_reflection_list_is_inclusive
type: boolean
Setting this to true will turn the reflection exclude list into inclusive (inverted).
property mw_refraction_amount
type: float
Shows the refractions of the base material.
property mw_refraction_exclude
type: List<Plugin>
A list of plugins that will be excluded from refractions.
property mw_refraction_list_is_inclusive
type: boolean
Setting this to true will turn the refraction exclude list into inclusive (inverted).
property mw_shadow_brightness
type: 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.
property mw_shadow_tint_color
type: Color
Tint for the shadows on the matte surface.
property mw_shadows
type: boolean
Turn this on to make shadows visible on the matte surface.
property mw_trace_depth
type: int
The maximum reflection depth (-1 is controlled by the global options)
property mw_use
type: boolean
Use MtlWrapper
property mw_use_irrad_map
type: boolean
Allow enable/disable of irradiance map per surface.
property objectID
type: int
Object ID override
property object_properties
type: Plugin
Object properties.
property override_filepath
type: String
Runtime plugin parameter overrides. A path to an override file in vrscene format.
type: Plugin
Placeholder for material used for overrides(could be MtlMulti). Needed only so that the material is linked to this plugin.
property override_render_elements
type: boolean
Override the render channels
property override_settings_options
type: boolean
Override the additional options in the sequence render settings
property override_snippet
type: String
Runtime plugin parameter overrides. A string in vrscene format.
property parser
type: List<Plugin>
Custom scene parser
property preload_assets
type: boolean
Performs early loading of the scene assets right after the scene is built
property transform
type: Transform
Additional transform for the whole scene
property usd_root_path
type: String
The USD stage mask, also known as the root path to import (only valid for USD scene)
property use_overrides
type: boolean
Use runtime overrides
property use_transform
type: boolean
Whether to use the additional “transform” parameter
property user_attributes_bin
type: int
User attributes that will be added to generated nodes in serialized form (refer to BinUserAttributesWriter).
class plugins.VRaySceneAsset

Bases: object

V-Ray Scene Asset (*.vrscene) stand-in plugins

property add_lights
type: boolean
Add lights from the included files
property add_nodes
type: boolean
Add nodes from the included files
property anim_length
type: int
Specifies the length of the animation sequence
property anim_offset
type: float
Animation initial frame offset
property anim_override
type: boolean
Override animation settings
property anim_speed
type: float
Animation playback speed
property anim_start
type: int
Specifies the first frame of the animation sequence
property anim_type
type: int
Animation playback type (0 - Loop; 1 - Once; 2 - Ping-Pong; 3 - Still)
property apply_usd_meters_scale
type: int
Determine if the UsdStage metersPerUnit metadata should be taken into account to automatically scale the scene
property asset_name
type: String
User name of the the given list of plugins forming a concrete asset
property asset_param_definition
type: List<Object>
List each modifiable parameter of this asset as a key/value string list
property asset_param_override
type: List<Object>
List each parameter which whould be used as override for the corresponding modifiable parameter definition
property asset_plugins
type: List<Plugin>
List of the plugin names grouped as a given asset
property asset_type
type: int
Determines the type of asset (0 = geometry, 1 = material, 2 = texture, 3 = node, 4 = vrmat)
property channels
type: List<Plugin>
Render channels the result of this light will be written to
property channels_diffuse
type: List<Plugin>
Render channels the diffuse result of this light will be written to
property channels_full
type: List<Plugin>
Render channels the full (direct+indirect) result of this light will be written to
property channels_raw
type: List<Plugin>
Render channels the raw diffuse result of this light will be written to
property channels_specular
type: List<Plugin>
Render channels the specular result of this light will be written to
property disable
type: boolean
Disable loader
property filepath
type: String
Path to a *.vrscene file
property flip_axis
type: 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
property hidden_objects
type: List<String>
Plugin names list to hide
property hidden_objects_inclusive
type: int
Specifies if “hidden_objects” list is inclusive
property material_override
type: Plugin
Override material
property mrs_camera_visibility
type: boolean
Whether the object is visible from the camera (camera rays)
property mrs_gi_visibility
type: boolean
Whether the object is visible to GI (generating and receiving)
property mrs_reflections_visibility
type: boolean
Whether the object is visible in reflections
property mrs_refractions_visibility
type: boolean
Whether the object is visible in refractions
property mrs_shadows_receive
type: boolean
Whether the object receives shadows
property mrs_shadows_visibility
type: boolean
Whether the object casts shadows (visible to lights for shadow rays)
property mrs_use
type: boolean
Use MtlRenderStats
property mrs_visibility
type: float
Overall visibility
property mw_affect_alpha
type: boolean
Turn this on to make shadows affect the alpha contribution of the matte surface.
property mw_alpha_contribution
type: float
The contribution of the resulting color to the alpha channel.
property mw_channels
type: List<Plugin>
Render channels the result of this BRDF will be written to
property mw_generate_caustics
type: float
Controls the caustics generated by the material.
property mw_generate_gi
type: float
Controls the GI generated by the material.
property mw_generate_render_elements
type: boolean
Setting this to false makes objects to not affect the render elements.
property mw_gi_amount
type: float
Determines the amount of gi shadows.
property mw_gi_quality_multiplier
type: float
A multiplier for GI quality
property mw_gi_surface_id
type: int
If two objects have different GI surface ids, the light cache samples of the two objects will not be blended
property mw_matte_for_secondary_rays
type: 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
property mw_matte_surface
type: boolean
Makes the material appear as a matte material, which shows the background, instead of the base material, when viewed directly.
property mw_maya_background_shader_compatibility
type: boolean
Setting this to true will make the matte alpha opaque so that the alpha of objects behind the matte won’t be seen.
property mw_no_gi_on_other_mattes
type: boolean
This will cause the material to appear as a matte object in reflections, refractions, GI etc for other matte objects.
property mw_receive_caustics
type: float
Controls the caustics received by the material.
property mw_receive_gi
type: float
Controls the GI received by the material.
property mw_reflection_amount
type: float
Shows the reflections of the base material.
property mw_reflection_exclude
type: List<Plugin>
A list of plugins that will be excluded from reflections.
property mw_reflection_list_is_inclusive
type: boolean
Setting this to true will turn the reflection exclude list into inclusive (inverted).
property mw_refraction_amount
type: float
Shows the refractions of the base material.
property mw_refraction_exclude
type: List<Plugin>
A list of plugins that will be excluded from refractions.
property mw_refraction_list_is_inclusive
type: boolean
Setting this to true will turn the refraction exclude list into inclusive (inverted).
property mw_shadow_brightness
type: 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.
property mw_shadow_tint_color
type: Color
Tint for the shadows on the matte surface.
property mw_shadows
type: boolean
Turn this on to make shadows visible on the matte surface.
property mw_trace_depth
type: int
The maximum reflection depth (-1 is controlled by the global options)
property mw_use
type: boolean
Use MtlWrapper
property mw_use_irrad_map
type: boolean
Allow enable/disable of irradiance map per surface.
property objectID
type: int
Object ID override
property object_properties
type: Plugin
Object properties.
property override_filepath
type: String
Runtime plugin parameter overrides. A path to an override file in vrscene format.
type: Plugin
Placeholder for material used for overrides(could be MtlMulti). Needed only so that the material is linked to this plugin.
property override_render_elements
type: boolean
Override the render channels
property override_settings_options
type: boolean
Override the additional options in the sequence render settings
property override_snippet
type: String
Runtime plugin parameter overrides. A string in vrscene format.
property parser
type: List<Plugin>
Custom scene parser
property preload_assets
type: boolean
Performs early loading of the scene assets right after the scene is built
property transform
type: Transform
Additional transform for the whole scene
property usd_root_path
type: String
The USD stage mask, also known as the root path to import (only valid for USD scene)
property use_overrides
type: boolean
Use runtime overrides
property use_transform
type: boolean
Whether to use the additional “transform” parameter
property user_attributes_bin
type: int
User attributes that will be added to generated nodes in serialized form (refer to BinUserAttributesWriter).
class plugins.VRayStereoscopicSettings

Bases: object

Settings for stereoscopic rendering [gpuSupport=(partial)]

property adjust_resolution
type: boolean
Unused parameter.
property bottom_merge_angle
type: float
Panoramic pole merging: from what angle near the bottom does the stereo effect start to fade when rendering with a spherical panorama camera.
property exclude_list
type: List<Plugin>
A list of plugins for which the shade map won’t be used.
property exclude_list_inclusive
type: boolean
When on, the exclude_list is considered an ‘Include list’.
property exr_compression
type: int
Compression type for the .exr files (0 - no compression, 1 - RLE compression, 2 - ZIPS compression).
property eye_distance
type: float
The eye distance for which the stereoscopic image will be rendered.
property film_offset_x_left
type: float
Horizontal film offset for the left camera
property film_offset_x_right
type: float
Horizontal film offset for the right camera
property film_offset_y_left
type: float
Vertical film offset for the left camera
property film_offset_y_right
type: float
Vertical film offset for the right camera
property float_colors_mode
type: boolean
Store 32 bit (single precision) color channels in the shade map. When off 16 bit (half precision) values are stored.
property focus_distance
type: float
The focus distance when specify_focus is enabled.
property focus_method
type: int
Specifies the focus method for the two views (0 - none/parallel; 1 - rotation; 2 - shear).
property interocular_method
type: 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).
property left_camera
type: Plugin
A camera plugin for the left eye; if not specified, the left camera is computed based on the scene camera.
property output_layout
type: int
Layout of the output image (0 - side-by-side; 1 - top-bottom).
property pole_merge_method
type: int
The method for pole merging (0 - the original V-Ray method; 1 - cosine method that matches other renderers)
property reuse_threshold
type: float
Lower values will make V-Ray use less of the shade map and more real shading.
property right_camera
type: Plugin
A camera plugin for the right eye; if not specified, the right camera is computed based on the scene camera.
property shademap_file
type: String
The name of the file in which the shade map information is stored.
property sm_mode
type: int
Specifies the mode of operation for the shade map (0 - disabled; 1 - render shade map; 2 - use shade map).
property specify_focus
type: boolean
If on then the focus is determined by focus_method and focus_distance. Otherwise it is determined from the camera target distance.
property top_merge_angle
type: float
Panoramic pole merging: from what angle near the top does the stereo effect start to fade when rendering with a spherical panorama camera.
property view
type: int
Specifies which of the stereoscopic views will be rendered (0 - both; 1 - left; 2 - right).
property vrst_compression
type: int
Compression type for the .vrst files (0 - no compression, 1 - ZLIB compression).
class plugins.VolumeAerialPerspective

Bases: object

Simulates atmospheric haze. Works together with SunLight and TexSky. Does not cause shadowing and does not scatter light - use VolumeScatterFog for that. [gpuSupport=(full)]

property affect_alpha
type: boolean
Whether the alpha channel is affected
property affect_bg
type: boolean
Specify whether aerial perspective is applied to the background.
property affect_env
type: boolean
Specify whether aerial perspective is applied to environment rays.
property atm_height
type: float
Height of the atmospheric layer.
property distance
type: float
View distance inside the fog (until it becomes less than 10% see through).
property enabled
type: boolean
If ‘false’, disable the rendering of the aerial perspective effect.
property filter_color
type: Color
Filter color for the fog. Note that fog color depends on the color of the sky.
property inscat_mult
type: float
Multiplier for the “inscattered light” component of the aerial persective.
property primary_visibility
type: boolean
Specifies wheather the effect is aplied to camera rays (doesn’t affect secondary rays).
property sun
type: Plugin
If specified, all parameters are taken from the specified sun. Otherwise, default values are used. Make sure to specify this.
class plugins.VolumeChannels

Bases: object

This plugin allows adding material select render channels to any volume plugin [gpuSupport=(none)]

property base_volume
type: Plugin
A volumetric plugin to use with material select render channels
property channels
type: List<Plugin>
Render channels the result of this volume will be written to
class plugins.VolumeFog

Bases: object

Simple attenuating volume fog. This does not produce light scattering. To get light scattering use VolumeScatterFog. [gpuSupport=(none)]

property bias
type: 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.
property closed_volume
type: boolean
If true, the fog will shade only closed volumes.
property color
type: Color
Fog transmission color
property color_mult
type: float
Fog color exponent multiplier
property color_tex
type: Texture
Fog color texture map. Overrides ‘color’.
property emission
type: Color
Fog emission color (makes the fog appear glowing)
property ior
type: float
The index of refraction for the volume
class plugins.VolumeMulti

Bases: object

This plugin combines the result of several volumetric plugins [gpuSupport=(none)]

property volumes
type: List<Plugin>
List of volumetric shaders to apply together
class plugins.VolumeScatterFog

Bases: object

Light-scattering volume fog. Uniform across the scene. [gpuSupport=(none)]

property bias
type: 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.
property closed_volume
type: boolean
If true, the fog will shade only closed volumes.
property color
type: Color
Fog transmission color
property color_mult
type: float
Fog color exponent multiplier
property color_tex
type: Texture
Fog color texture map. Overrides ‘color’.
property emission
type: Color
Fog emission color (makes the fog appear glowing)
property environment_fog
type: boolean
true if this is environment fog and false if it is inside an object
property ior
type: float
The index of refraction for the volume
property light_mult
type: float
Multiplier for the sss effect
property scatter_coeff
type: float
Scatter coefficient (0.0 is full scattering; 1.0 is purely directional)
property scatter_direction
type: float
Scatter direction (0.0 is forward away from the viewer; 1.0 is backward towards the viewer)
property scatter_levels
type: int
Maximum number of scattering bounces
property subdivs
type: int
Subdivs for the scattering samples
property thickness
type: float
Maximum distance to trace into the objects
class plugins.VolumeVRayToon

Bases: object

Renders cartoon style contours on all meshes (by default) or using an include/exclude list [gpuSupport=(none)]

property angularCurveExternal
type: 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.
property angularCurveInterpolations
type: List<int>
property angularCurveOn
type: boolean
Enable view angle-based line width.
property angularCurvePositions
type: List<float>
property angularCurveValues
type: List<TextureFloat>
Curve controlling the line width based on view angle.
property compatibilityMode
type: int
0:V-Ray 3; 1:V-Ray Next
property compensateExposure
type: boolean
Compensate V-Ray physical camera exposure.
property depthCurveExternal
type: 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.
property depthCurveInterpolations
type: List<int>
property depthCurveOn
type: boolean
Enable depth-based line width.
property depthCurvePositions
type: List<float>
property depthCurveValues
type: List<TextureFloat>
Curve controlling the line width based on depth.
property distortion_tex
type: TextureFloat
This works like a bump map - a simple constant value won’t do, you need to connect a texture.
property doSecondaryRays
type: boolean
True : show toon lines in reflections/refractions. Note that this may increase render times.
property excludeList
type: List<Plugin>
Specifies which objects will be affected by the VRayToon atmospheric.
property excludeType
type: boolean
True : apply toon effect only to objects in excludeList; false : apply toon effect to all objects out of excludeList.
property hideInnerEdges
type: boolean
True : show outlines and not interior edges, false : show all edges.
property innerLineControl
type: boolean
Use same lineColor/Width param values for both silhouette and inner edges.
property lineColor
type: Color
The outer color of the cartoon line.
property lineColorInner
type: Color
The color of the cartoon line at inner edges.
property lineColorInner_tex
type: Texture
The color of the cartoon line at inner edges.
property lineColor_tex
type: Texture
The outer color texture of the cartoon line.
property lineWidth
type: float
Cartoon line width.
property lineWidthInner
type: float
Cartoon line width of inner lines.
property lineWidthInner_tex
type: TextureFloat
Cartoon line width texture at inner edges.
property lineWidth_tex
type: TextureFloat
Cartoon line width texture.
property materialEdges
type: boolean
Draw contours on material boundaries
property maxDepth
type: float
Maximum depth.
property minDepth
type: float
Minimum depth.
property normalThreshold
type: 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.
property opacity
type: float
Opacity of the cartoon line.
property opacity_tex
type: TextureFloat
Opacity texture of the cartoon line.
property outerOverlapThreshold
type: float
This determines when outer edges will be created for overlapping parts of one and the same object.
property overlapThreshold
type: float
This determines when inner edges will be created for overlapping parts of one and the same object.
property toonChannelsOnly
type: boolean
Apply only to toon render channels.
property toonMaterialOnly
type: 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
property traceBias
type: float
This parameter depends on the scale of your scene.
property widthType
type: int
0:Pixels; 1:World
class plugins.texRenderHair

Bases: object

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

property a_b_balance
type: TextureFloat
The probability ratio between a and b textures
property a_color_tex
type: Texture
Defines the main diffuse color of the hair strand’s tips.
property alpha_from_intensity
type: 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
property alpha_mult
type: TextureFloat
A multiplier for the texture alpha
property alpha_offset
type: TextureFloat
An additional offset for the texture alpha
property b_color_tex
type: Texture
Defines a secondary diffuse color for the hair strand’s tips. This provides an alternate color that gets added to random hair strands.
property color
type: OutputTexture
The resulting color
property color_mult
type: Texture
A multiplier for the texture color
property color_offset
type: Texture
An additional offset for the texture color
property compatibility_with
type: 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, …
property distance_along_strand
type: TextureFloat
Distance along the hair strand where the intersection occurred, in the [0,1] range.
property h
type: float
Height of the valid texture sector
property invert
type: boolean
If true, the resulting texture color will be inverted (complementary)
property invert_alpha
type: boolean
If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
property jitter
type: float
Amount of random placement variation
property nouvw_color
type: Texture
The color when there are no valid uvw coordinates
property out_alpha
type: OutputTextureFloat
The resulting alpha
property out_intensity
type: OutputTextureFloat
The resulting intensity
property out_transparency
type: OutputTexture
The resulting transparency
property placement_type
type: int
The way the valid portion of the texture is applied: 0 - the whole texture is valid, 1 - crop, 2 -place
property random_by_strand
type: TextureFloat
Random by the hair strand where the intersection occurred, in the [0,1] range.
property root_color_tex
type: Texture
Defines the diffuse color of the hair roots
property root_crossover_tex
type: TextureFloat
A value of 0 is mostly Tip and 1 is mostly Root
property tile_u
type: boolean
If true there is horizontal tiling
property tile_v
type: boolean
If true there is vertical tiling
property u
type: float
U coordinate of the valid texture sector
property un_noise_phase
type: float
UV noise phase
property uv_noise_amount
type: float
UV noise amount
property uv_noise_animate
type: boolean
If true the noise is animated. Use “UV noise phase” to animate the noise.
property uv_noise_levels
type: float
UV noise iterations
property uv_noise_on
type: boolean
If true the noise is enabled.
property uv_noise_size
type: float
UV noise size
property uvwgen
type: Plugin
The uvw generator for the texture
property v
type: float
V coordinate of the valid texture sector
property w
type: float
Width of the valid texture sector
class plugins.texXSIColor2Alpha

Bases: object

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

property alpha_from_intensity
type: 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
property alpha_mult
type: TextureFloat
A multiplier for the texture alpha
property alpha_offset
type: TextureFloat
An additional offset for the texture alpha
property clr_txt
type: Texture
Scalar2Alpha will be calculated on the base of a color texture
property color
type: OutputTexture
The resulting color
property color_mult
type: Texture
A multiplier for the texture color
property color_offset
type: Texture
An additional offset for the texture color
property compatibility_with
type: 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, …
property intensity_txt
type: TextureFloat
The intensity to output
property invert
type: boolean
If true, the resulting texture color will be inverted (complementary)
property invert_alpha
type: boolean
If true and invert is on, the resulting texture alpha will be inverted too. If false, just the color will be inverted
property nouvw_color
type: Texture
The color when there are no valid uvw coordinates
property out_alpha
type: OutputTextureFloat
The resulting alpha
property out_intensity
type: OutputTextureFloat
The resulting intensity
property out_transparency
type: OutputTexture
The resulting transparency
class plugins.texXSIColor2Vector

Bases: object

Deprecated. [gpuSupport=(none)]

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

Bases: object

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

property ids_list
type: List<int>
A list of material IDs
property volumes
type: List<Plugin>
A list of volume plugins
class plugins.xsiUVWGenChannel

Bases: object

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

property channel_type
type: int
Type of the channel used. 0 - uvw, 1 - vertex colors
property coverage
type: Vector
Coverage
property crop_u
type: int
1 to crop in the u-direction
property crop_v
type: int
1 to crop in the v-direction
property crop_w
type: int
1 to crop in the w-direction
property duvw_scale
type: float
Additional scale factor for the texture derivatives
property nsamples
type: int
Number of uvw transform samples for motion blur
property tex_transform
type: Transform
Final transformation on the resulting uvw coordinates, after mirror, crop etc
property u_alternate
type: int
alternate image in u direction
property uvw_channel
type: int
property uvw_coords
type: OutputTextureVector
The uvw coordinates for the specified channel at the current shading point
property uvw_transform
type: Transform
Initial transformation on the uvw coordinates, before mirror, crop etc
property uvw_transform_tex
type: TextureTransform
A texture overriding uvw_transform
property uvwgen
type: Plugin
Optional UVWGen from which the initial uvw coordinates will be taken, instead of the surface point
property v_alternate
type: int
alternate image in v direction
property wrap_mode
type: int
Wrap mode (0 - wrap on 0.5 boundary; 1 - wrap on integer boundary
property wrap_u
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_v
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property wrap_w
type: int
0 - no wrapping, 1 - wrap, 2 - mirror tile
property x_remapMax
type: float
max remap in x direction
property x_remapMin
type: float
min remap in x direction
property y_remapMax
type: float
max remap in y direction
property y_remapMin
type: float
min remap in y direction
property z_remapMax
type: float
max remap in z direction
property z_remapMin
type: float
min remap in z direction
class plugins.xsiUVWGenEnvironment

Bases: object

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

property mapping_type
type: int
spherical(0), cylindrical(1), cubic strip(2), cubic cross sideways(3), cubic cross(4)
property uvw_matrix
type: Matrix
Transformation of the input directions
property uvw_transform
type: Transform
Transformation of the resulting UVW coordinates