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  VRay Home  ::  VRay Documentation Home  ::  VRay Renderer Parameters  ::  VRayMtl examples

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General

A special material - the VRayMtl - is provided with the VRay renderer. This allows for better physically correct illumination (energy distribution) in the scene, faster rendering, more convenient reflection and refraction parameters. Within the VRayMtl 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.

Parameters

Basic parameters

VRay Documentation - VRayMtl Parameters

Diffuse - this is the diffuse color of the material. Note the actual diffuse color of the surface also depends on the reflection and refraction colors. See the Energy preservation parameter below.

Reflect - reflection color.

Fresnel reflections - checking this option makes the reflection strength dependent on the viewing angle of the surface. Some materials in nature (glass etc) reflect light in this manner. Note that the Fresnel effect depends on the index of refraction as well.

Glossiness - controls the sharpness of reflections. A value of 1.0 means perfect mirror-like reflection; lower values produce blurry or glossy reflections. Use the Subdivs parameter below to control the quality of glossy reflections.

Subdivs - controls the quality of glossy reflections. Lower values will render faster, but the result will be more noisy. Higher values take longer, but produce smoother results.

Use interpolation - VRay can use a caching scheme similar to the irradiance map to speed up rendering of glossy reflections. Check this option to turn caching on. See the Reflection interpolation section for more details.

Max depth - the number of times a ray can be reflected. Scenes with lots of reflective and refractive surfaces may require higher values to look right.

Exit color - if a ray has reached its maximum reflection depth, this color will be returned without tracing the ray further.

Refract - refraction color. Note that the actual refraction color depends on the reflection color as well. See the Energy preservation parameter below.

IOR - index of refraction for the material, which describes the way light bends when crossing the material surface. A value of 1.0 means the light will not change direction.

Glossiness - controls the sharpness of refractions. A value of 1.0 means perfect glass-like refraction; lower values produce blurry or glossy reractions. Use the Subdivs parameter below to control the quality of glossy refractions.

Subdivs - controls the quality of glossy refractions. Lower values will render faster, but the result will be more noisy. Higher values take longer, but produce smoother results. This parameter also controls the quality of the translucent effect, if on (see below).

Use interpolation - VRay can use a caching scheme similar to the irradiance map to speed up rendering of glossy refractions and translucency. Check this option to turn caching on. See the Refraction interpolation section for more details.

Max depth - the number of times a ray can be refracted. Scenes with lots of refractive and reflective surfaces may require higher values to look right.

Exit color - if this is on, and a ray has reached the maximum refraction depth, the ray will be terminated and the exit color returned. When this is off, the ray will not be refracted, but will be continued without changes.

Fog color - the attenuation of light as it passes through the material. This option allows to simulate the fact that thick objects look less transparent than thin objects. Note that the effect of the fog color depends on the absolute size of the objects and is therefore scene-dependent.

Fog multiplier - the strength of the fog effect. Values above 1.0 are not recommended.

Affect shadows - this will cause the material to cast transparent shadows, depending on the refraction color and the fog color. This only works with VRay shadows and lights.

Affect alpha - this will cause the material to transmit the alpha of the refracted objects, instead of displaying an opaque alpha. Note that currently this works only with clear (non-glossy) refractions. 

Translucent - turning this on will make the material translucent - being able to transport light below the material surface. Note that refraction must be enabled for this effect to be visible. The effect is also known as sub-surface scattering (SSS). Currently VRayMtl supports only single-bounce scattering.

Thickness - this limits the rays that will be traced below the surface. This is useful if you do not want or don't need to trace the whole sub-surface volume.

Light multuplier - a multiplier for the translucent effect.

Scatter coefficient - the amount of scattering inside the object. 0.0 means rays will be scattered in all directions; 1.0 means a ray cannot change its direction inside the sub-surface volume.

Forward/backward coefficient - controls the direction of scattering for a ray. 0.0 means a ray can only go forward (away from the surface, inside the object); 0.5 means that a ray has an equal chance of going forward or backward; 1.0 means a ray will be scattered backward (towards the surface, to the outside of the object).

BRDF

VRay Documentation - VRayMtl ParametersThe BRDF parameters determine the type of the hilights and glossy reflections for the material. There parameters have an effect only if the reflection color is different from black and reflection glossiness is different than 1.0.

 

Type - this determines the type of BRDF (the shape of the hilight):

Phong - Phong hilight/reflections

Blinn - Blinn hilight/reflections

Ward - Ward hilight/reflections

Anisotropy - determines the shape of the hilight. A value of 0.0 means isotropic hilights. Negative and positive values simulate "brushed" surfaces.

Rotation - determines the orientation of the anisotropic effect in degrees (rotation in degrees).

Local axis - controls how the direction for the anisotropic effect is chosen:

Local axis - the direction is based on the selected local object axis.

Map channel - the direction is based on the selected mapping channel.

Options

VRay Documentation - VRayMtl Parameters

Trace reflections - if this is off, reflections will not be traced, even if the reflection color is greater than black. You can turn this off to produce only hilights. Note that when this is off, the diffuse color will not be dimmed by the reflection color, as would happen normally.

Trace refractions - if this is off, refractions will not traced, even if the refraction color is greater than black.

Cutoff - this is a threshold below which reflections/refractions will not be traced. VRay tries to estimate the contribution of reflections/refractions to the image, and if it is below this threshold, these effects are not computed. Do not set this to 0.0 as it may cause excessively long render times in some cases.

Double-sided - if this is true, VRay will flip the normal for back-facing surfaces with this material. Otherwise, the lighting on the "outer" side of the material will be computed always. You can use this to achieve a fake translucent effect for thin objects like paper.

Reflect on back side - if this is true, reflections will be computed for back-facing surfaces too. Note that this affects total internal reflections too (when refractions are computed).

Use irradiance map - if this is true, the irradiance map will be used to approximate diffuse indirect illumination for the material. If this is off, direct qmc GI will be used. You can use this for objects in the scene which have small details and are not approximated very well by the irradiance map.

Treat glossy rays as GI rays - this specifies on what occasions glossy rays will be treated as GI rays:

Never - glossy rays are never treated as GI rays.

Only for GI rays - glossy rays will be treated as GI rays only when GI is being evaluated. This can speed up rendering of scenes with glossy reflections and is the default.

Always - glossy rays are always treated as GI rays. A side effect is that the Secondary GI engine will be used for glossy rays. For example, if the primary engine is irradiance map, and the secondary is light cache, the glossy rays will use the light cache (which is a lot faster).

Energy preservation mode - determines how the diffuse, reflection and refraction color affect each other. VRay tries to keep the total amount of light reflected off a surface to be less that or equal to the light falling on the surface (as this happens in the real life). For this purpose, the following rule is applied: the reflection level dims the diffuse and refraction levels (a pure white reflection will remove any diffuse and refraction effects), and the refraction level dims the diffuse level (a pure white refraction color will remove any diffuse effects). This parameter determines whether the dimming happens separately for the RGB components, or is based on the intensity:

RGB - this mode causes dimming to be performed separately on the RGB components. For example, a pure white diffuse color and pure red reflection color will give a surface with cyal diffuse color (because the red component is already taken by the reflection).

Monochrome - this mode causes dimming to be performed based on the intensity of the diffuse/reflection/refraction levels.

Maps

These determine the various texture maps used by the material.

Reflect interpolation

These determine the options for the interpolation of glossy reflections. They are very similar to the options for the irradiance map. Note that it is not recommended to use interpolation for animations, since this may cause severe flickering.

Refract interpolation

These determine the options for the interpolation of glossy reflections. They are very similar to the options for the irradiance map. Note that it is not recommended to use interpolation for animations, since this may cause severe flickering.

Notes

  • Use the VRayMtl whenever possible in your scenes. This material is specifically optimized for VRay and often GI and lighting is computed much faster for VRay materials than for standard 3dsmax materials.
     
  • VRayMtl can produce reflections/refractions for matte objects - see VRayMtlWrapper.
  

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