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This page provides information on the Override Material node.

 


Overview

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The V-Ray MtlOverride is a utility material provided with the V-Ray renderer. It allows a surface to look different depending on whether it is seen through reflections, refractions, or GI.

With this material you can get a fine control over the color bleeding, reflections, refractions, and shadows of the objects.

This group of attributes allows the material to be changed depending on the type of ray. For example, an object can be rendered with one material when looked directly from the camera, and with another material, when looked in reflections.

 

UI Path: ||mat Network|| > V-Ray > Material > V-Ray Override

 
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Node

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The MtlOverride node provides inputs for controlling various material properties. Some correspond to parameters in the section below.

base_mtl – Specifies the material V-Ray uses while rendering the object.

gi_mtl – Specifies the material V-Ray uses while calculating the GI solution.

reflect_mtl – The material V-Ray uses to render the object with, when the object is seen in reflections. For more information, see Using the Reflect material example below.

refract_mtl – The material V-Ray uses to render the object with, when the object is seen in refractions. For more information, see Using the Refract material example below.

shadow_mtl – The material that is used to render shadows cast from the object.

 
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Parameters

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Enable GI Material – Enables the rendering of the material connected to the gi_mtl input of the node. See the Using the GI material example.

Enable Reflection Material – Enables the rendering of the material connected to the reflect_mtl input of the node. See the Using the Reflection material example.

Enable Refraction Material – Enables the rendering of the material connected to the refract_mtl input of the node. See the Using the Refraction material example.

Enable Shadow Material – Enables the rendering of the material connected to the shadow_mtl input of the node.

Use Environment Override Texture – Enables the environment override.

Environment – Specifies the environment override texture.

Environment Priority – Specifies the priority of this environment override when several materials override it along a ray path.

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GIexample
 

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Example: Using the GI material

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This example shows how the use of a GI material affects the rendering. 


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beforeLabelwithout GI
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This simple interior scene represents a room lit by two rectangle V-Ray Lights - one hidden top light and another back fill light - as well as by three disc V-Ray Lights for the pendant lamps above the sinks.

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