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Additional V-Ray attributes can be added to some of the standard Maya textures file texture(s) to specify additional properties through the Attributes > VRay menu of the Attribute Editor while the texture is selected.

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||Select texture|| > Attribute Editor >  Attributes menu > VRay > (select attribute set)


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Texture Input Gamma

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This group of attributes specifies additional color conversions when the bitmap is read from disk in order to bring its color data to linear color space (linear in the physical sense, not perceptual). It can be added to File, VRayPTex, and Substance textures.

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Enable input texture correction – When enabled, the input bitmap data will be modified according to the rest of the settings in this group. 

Color Space – Specifies the color space for the input bitmap data:

Linear – The bitmap data is already in physical linear space, so no correction required and none is performed. 
Gamma – The bitmap data is gamma corrected with the specified gamma value specified by the Texture input gamma attribute, so V-Ray has to remove this gamma correction for rendering. 
sRGB – The bitmap data is in the sRGB color space, so V-Ray has to convert it to linear physical space for rendering. 

Texture Input Gamma – Specifies a custom gamma value for the bitmap data when the color space is set to Gamma.
 

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Add to node:

vray addAttributesFromGroup "file1" "vray_file_gamma" 1;

Attributes:

vrayFileGammaEnable
vrayFileColorSpace
vrayFileGammaValue

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Allow Negative Colors

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This attribute tells V-Ray that the texture may contain negative colors. Normally V-Ray clips negative texture values as they are invalid for most shading operations. However in some cases (e.g. for displacement), negative values are useful. Note that you can also control negative shader colors globally from the Materials section of the Overrides tab in the V-Ray settings. It can be added to  File and Substance textures.

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Allow negative colors – When enabled, V-Ray does not clip the texture values.

 

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 Add to node:

vray addAttributesFromGroup "file1" "vray_file_allow_neg_colors" 1;

Attributes:

vrayFileAllowNegColors

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Texture Filter

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This group of attributes can be added to File and Substance textures to control their filtering.

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Override Texture Filter – Override the default texture filter that V-Ray chooses based on the Maya attributes of the particular texture node. For more details, please see the V-Ray Filter Interpretation table below. 

Texture Filter – The V-Ray internal texture filter.

Nearest – The nearest texel from the map is taken, without any interpolation. 
Smooth – The colors are computed with bilinear interpolation from the texels.
Smooth with mipmaps – Pyramidal MIP map filtering is used to compute the texture color. 
SAT – A summed area table is used to compute the texture color.
Elliptical – High quality anisotropic MIP map texture filtering that reduces blurring and aliasing artifacts.

Smooth Method – The V-Ray internal texture smooth method.

Bilinear – The image values are interpolated from four pixels in the bitmap. This is the fastest interpolation method, but the result is not continuous (non-smooth) and may produce artifacts when the map is used for displacement or bump mapping.
Bicubic – The image values are interpolated from sixteen pixels in the bitmap. This is the slowest method, but the results are smooth without too much blur.
Biquadratic – The image values are interpolated from nine pixels in the bitmap. This method is faster than the Bicubic interpolation, but may smooth the image too much.

 

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Add to node:

vray addAttributesFromGroup "file1" "vray_texture_filter" 1;

Attributes:

vrayOverrideTextureFilter
vrayTextureFilter
vrayTextureSmoothType

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filterInterpretation
filterInterpretation

V-Ray Filter Interpretation

For example, if a File node is used and Override Texture Filter is off or not added, V-Ray looks at the Maya Filter Type attribute. Here's how V-Ray translates the Maya filters to V-Ray filters:

 

Maya Filter Type

V-Ray FilterSupport for tiled images
OffSmooth

Uses tiles only from the largest mipmap level

Mipmap, Box, QuadraticSmooth with mipmapsSupports tiled mipmapped images
Quartic, GaussianSATLoads the whole image in memory like a normal scanline image
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Texture Format

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This group of attributes can be added to Substance textures to control the internal bitmap storage when rendered with V-Ray. Note that this feature depends largely on the ability of the Substance engine itself to provide the data with the required precision.

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Override texture format  – When enabled, you can specify the internal texture storage format when rendered with V-Ray.

Texture format – Specifies the internal texture storage format:

8-bit RGBA – The texture is stored with 8 bits per red, green, blue and alpha channels (32 bits per texel).
32-bit float – The texture is stored with 32-bit floating point values for the red, green, blue and alpha channels (128 bits per texel).
8-bit RGBE – The texture is stored in "real pixel" format with 8 bits for red, green and blue components and an 8 bit exponent for representing high dynamic range values. Alpha values are not stored in this format.

 

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 Add to node:

vray addAttributesFromGroup "file1" "vray_texture_format" 1;

Attributes:

vrayOverrideTextureFormat
vrayTextureFormat

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Image File List

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This group of attributes can be added to File and VRayPtex textures and specifies additional options for .ifl files.

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IFL start frame  – The starting frame for the sequence.

IFL end condition – Specifies what happens when the sequence end is reached:

Loop – The texture is looped to start from the beginning.
Ping Pong – The texture is looped alternatively forward and backward.
Hold – The last image in the sequence is used for all subsequent frames.

IFL playback rate – The playback rate.

 

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 Add to node:

vray addAttributesFromGroup "file1" "vray_file_ifl" 1;

Attributes:

vrayFileIFLStartFrame
vrayFileIFLEndCondition
vrayFileIFLPlaybackRate

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Ignore Data Window

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