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Table of Contents

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Bump


The Bump node allows you to add bump map or normal map effects when using any material.

Bump Delta Scale - scale for sampling the bitmap when using bump mapping. The exact value is calculated automatically by V-Ray, but can be scaled here.

Maya Compatible - when enabled V-Ray will render the bump mapping in such a way that it matches the result that can be achieved in Maya.

Bump Shadows - when this option is checked V-Ray will consider the bump maps when rendering shadows produced by objects with the bump material applied to them.

Type - allows the user to specify whether a bump map or a normal map effect will be added to the base material. 

  • Bump - normal bump map
  • Normal (Tangent) - normal map in tangent space
  • Normal (Object) - normal map in object space
  • Normal (Camera) - normal map in camera space
  • Normal (World) - normal map in world space
  • From Bump -
  • Explicit Normal -

Base Mtl - allows you to select the base material to which the bump/normal effect will be added.

Color Texture - you can use this slot to connect any 8bit texture

Float Texture - you can use this slot to connect a texture in a floating point format

Bump Tex Mult Tex -a multiplier for the strength of the bump/normal effect

Normal Uvwgen - connect a mapping node here.

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Double Sided


This node will flip the normals for back-facing surfaces with this material assigned.

 

 

 

 

 

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GLSL


This node can be used to load GLSL shaders (.frag, .glsl files), V-Ray precompiled fragment shaders (.pfrag files) and render them directly with V-Ray.  

 

See the V-Ray GLSL page 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


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


This node allows you to assign different materials on a single mesh based on face IDs.

 

 

 

 

 

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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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Render Stats


This node allows you to 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