This node will flip the normals for back-facing surfaces with this material assigned.
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GLSL
Image AddedThis node can be used to loadGLSLshaders (.frag, .glsl files), V-Ray precompiled fragment shaders (.pfrag files) and render them directly with V-Ray.
See the V-Ray GLSLpage for more detailed description of the language and examples.
This node is the first stage of the V-Ray implementation of GLSL support. In this version, the shaders are compiled to byte code for a software virtual machine, which is then interpreted. Due to this run-time interpretation, GLSL shaders can be somewhat slower to render than V-Ray shaders written in C++. In future builds of V-Ray, shaders will be directly compiled to machine code for faster rendering.
Clamp Result - determines whether to force the result in the [0, Clamp Value] range or not.
Clamp Value - specifies the upper clamp limit if Clamp Result is enabled.
Max Ray Depth - specifies the maximum reflection/refraction depth for the shader.
Shader File - specifies the .glsl, .frag, or .pfrag file which contains the shader code.
Shader Node - specifies a custom name for the shader node
Transparency - override the alpha if Use Shader Alpha off. You can use either a single color or a texture for that parameter.
Transparency Tex Mult - a multiplier for the Transparency parameter when a texture is used
Use Shader Alpha - use the alpha calculated in the shader.
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Material ID
Image Added
This node allows you to assign an ID number to any material in your scene. This ID can be later to extract a mask for all objects with that material using the MultiMatte render element.
Base Mtl - a slot for the material that the ID will be assigned to
ID - a unique identification number for that material
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Multi ID
Image AddedThis node allows you to assign different materials on a single mesh based on face IDs.
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Override
Image AddedThis node 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.
Environment Priority - this specifies how to determine the environment to use if a reflected or refracted ray goes through several materials each of which has an environment override.
Base - this is the material V-Ray will use while rendering the object.
GI - this is the material V-Ray will use while calculating the GI solution.
Reflection - this is the material V-Ray will use to render the object with, when the object is seen in reflections.
Refraction - this is the material V-Ray will use to render the object with, when the object is seen in refractions
Shadow - this is the material that will be used to render shadows cast from the object.
Environment - this is an environment override for the Base Material
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Multi ID
Image AddedThis node allows you to assign different materials on a single mesh based on face IDs.