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Bump MapAttach a bump map to apply a bump/normal effect. 

Bump AmountA multiplier for the bump/normal effect.

Bump Type – Allows the user to specify whether a bump map or a normal map effect is added to the base material.

Bump Map – Uses a bump map to determine the bump effect of the material.
Normal Map in Tangent Space – Uses a tangent normal map to determine the bump effect on the material.
Normal Map in Object Space – Uses an object space normal map to determine the bump effect on the material.
Normal Map in Screen Space – Uses a screen space normal map to determine the bump effect on the material.
Normal Map in World Space – Uses a world space normal map to determine the bump effect on the material.
From Texture Bump Output – Uses the texture bump output to determine the bump effect on the material.
Explicit Normal Uses the mesh's set normal to determine the bump effect on the material.

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MATERIAL ID

Material Id Enabled – Enables the use of Material ID.

Material ID – The color used by the Material ID render element. You can also use a shader here.

Multimatte ID – The integer ID of the material to be used by the Multi Matte render element.


ROUND EDGES

Round Edges Enabled – Enables the round edges effect which uses bump mapping to smooth out the edges of the geometry during render time.

Radius – Specify a radius (in world units) for the Round Edges effect. Since the actual geometry is not being changed and only the normals of the faces are affected, large values may produce undesirable effects.

Consider Same Object Only – When enabled, the rounded corners are produced only along edges that belong to the object, which has the attribute applied. When disabled, rounded corners are also produced along edges formed when the object with the attribute intersects other objects in the scene.

Corners – Choose which edges are considered in the calculation. Possible options are:

Covex and Concave – Considers all edges.
Convex Only – Only applies Round Edges effect to edges with convex angles.
Concave Only – Only applies Round Edges effect to edges with concave angles.


Reflect Max Depth –  The number of times a ray can be reflected. Scenes with many reflective and refractive surfaces might require higher values to look correct.

Reflect Subdivs –  Subdivs –  Determines the number of samples when V-Ray is calculating Reflection.

SSS Subdivs –   –  Determines the number of samples when V-Ray is calculating SSS.

Consider All Objects – When enabled, the V-Ray Al Surface considers all intersecting objects with Al Surface when calculating the sub-surface scattering effect to allow for the effect to "bleed through". This option is not available in V-Ray GPU.

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