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Table of Contents

This page provides information about the Generic material in V-Ray for Rhino.


Overview


Generic is a special V-Ray material, that allows for better physically correct illumination (energy distribution) in the scene, faster rendering, more convenient reflection and refraction parameters. Within this material you can apply different texture maps, control the reflections and refractions, add bump and displacement maps, force direct GI calculations, and choose the BRDF for the material.




UI Paths


||V-Ray Asset Editor|| > Materials (right-click) > Generic

||V-Ray Asset Editor|| > Create Asset (left-click) > Materials Generic



UI Options


The Generic material settings are organized in Basic and Advanced modes. You can switch the mode from the toggle button under the Preview Swatch or globally from the Configuration rollout of the Settings tab.

The Add Layer and Add Attribute buttons are provided for some V-Ray materials, including Generic. For more information, see the Add Attribute and Add Layer sections.

Holding down Ctrl while having the Add Attribute or Add Layer menu open, allows selecting multiple entries without closing the dropdown.

The context menu of the Color slot provides options to Copy and Paste, as well as to Reset the color.

A Reset option is provided in the context menu of each Number Slider. You can reset the slider value to the default one.

The blue indicator next to a rollout () indicates that the lead parameter of this rollout, which affects the final appearance of the material, is changed.



Attributes


The attributes available for the Generic material are as follows.


Translucency


MultiExcerpt named Translucency Attribute was not found -- Please check the page name and MultiExcerpt name used in the MultiExcerpt-Include macro

Bump


MultiExcerpt named Bump Attribute was not found -- Please check the page name and MultiExcerpt name used in the MultiExcerpt-Include macro

Outline


MultiExcerpt named Outline Attribute was not found -- Please check the page name and MultiExcerpt name used in the MultiExcerpt-Include macro

Displacement


MultiExcerpt named Displacement Attribute was not found -- Please check the page name and MultiExcerpt name used in the MultiExcerpt-Include macro

Raytrace Properties


MultiExcerpt named Raytrace Properties Attribute was not found -- Please check the page name and MultiExcerpt name used in the MultiExcerpt-Include macro

Override


MultiExcerpt named Override Attribute was not found -- Please check the page name and MultiExcerpt name used in the MultiExcerpt-Include macro

Material ID


MultiExcerpt named Material ID Attribute was not found -- Please check the page name and MultiExcerpt name used in the MultiExcerpt-Include macro



Layers


The Layers available for the Generic material are as follows.

VRay Mtl

Emissive

Diffuse Coat

Reflective Coat

Flakes 2

Stochastic Flakes






Notes


  • Materials with Normal opacity mode are now migrated to Stochastic opacity mode.

  • The Highlight Glossiness parameter is a legacy plugin. It is migrated from previous versions; however, if it is disabled, the row is hidden and its value is set to 1.

  • Use the Generic material whenever possible in your scenes. This material is specifically optimized for V-Ray and often GI and lighting is computed much faster for V-Ray materials than for standard materials. Many V-Ray features (e.g. light cache, render elements ) are guaranteed to work properly only with Generic and other V-Ray compliant materials.

  • The Generic material can produce reflections/refractions for matte objects - see Wrapper.

  • The 2D mapping method will ignore the Tiling parameters specified in the textures themselves.

  1. Having a very large number of scene objects using materials with 2D Displacement may substantially prolong the geometry compilation phase of the rendering process.
  2. Prior to V-Ray Next, Update 1 the Fog Scattering section was known as Translucency.

  3. With V-Ray 5, PBR layers are converted to regular material layers.
  4. With V-Ray 5, update 2, all Normal maps of newly-created materials are calculated in Tangent space. The options for Object/World/Screen space normal maps are now considered legacy options. They remain unchanged in materials from older scenes unless the materials are updated to a non-legacy bump mode. In this case, the legacy options cannot be restored back.
  5. When a Bitmap texture is mapped in this slot, its color space is automatically adjusted. Copy-pasting, replacing or wrapping a texture does not trigger this automatic adjustment. It is reserved solely when creating a Bitmap in the specified material slot.



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