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Override


This 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

Render Stats


Image RemovedImage AddedThis node allows you to assign different materials on a single mesh based on face IDs.

 

 

 

 

make the object invisible to different rays during rendering.

Primary Visibility (Visibility) - controls the total visibility of the object

Camera - controls the visibility of the object for the camera rays

GI - controls the visibility of the object for GI rays

Shadows - controls whether or not the object casts shadows

Reflections - controls the visibility of the object in reflections

Refractions - controls the visibility if the object in refractions

 Use - enables the Render Stats node