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The following examples are rendered using the BRDFVRayMtl Scenes bundle. Open the file "Material Switch.vrscene" and uncomment the corresponding #include to render it.

Diffuse & Self-illuminated Materials:

Diffuse material

Image Removed 

Rendered using the file "vrscenes/mtl_01_diff.vrscene"

Diffuse material | Mapped diffuse (Checker)

Image Removed 

Rendered using the file "vrscenes/mtl_02_diff_tex_checker.vrscene"

Diffuse material | Mapped diffuse (Ramp)

Image Removed 

Rendered using the file "vrscenes/mtl_03_diff_tex_ramp.vrscene"

Diffuse material | Mapped diffuse (Image)

Image Removed 

Rendered using the file "vrscenes/mtl_04_diff_tex_img.vrscene"

Transparent material

Image Removed 

Rendered using the file "vrscenes/mtl_05_opacity.vrscene"

Transparent material | Mapped transperancy (Checker)

Image Removed 

Rendered using the file "vrscenes/mtl_06_opacity_tex.vrscene"

Self-illuminated material

Image Removed 

Rendered using the file "vrscenes/mtl_07_selfillum.vrscene"

Self-illuminated material | Mapped glowing (Ramp)

Image Removed 

Rendered using the file "vrscenes/mtl_08_selfillum_tex.vrscene"

Reflective Materials:

Reflective material

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Rendered using the file "vrscenes/mtl_09_refl.vrscene"

Reflective material | Reflections color

Image Removed 

Rendered using the file "vrscenes/mtl_10_refl_color.vrscene"

Reflective material | Mapped Reflections color (Ramp)

Image Removed 

Rendered using the file "vrscenes/mtl_11_refl_color_ramp.vrscene"

Glossy Reflective material | Mapped Glossiness (Checker)

Image Removed 

Rendered using the file "vrscenes/mtl_12_refl_gloss_checker.vrscene"

Glossy Reflective material | Mapped Glossiness (Ramp)

Image Removed 

Rendered using the file "vrscenes/mtl_13_refl_gloss_ramp.vrscene"

Gold Material

Image Removed 

Rendered using the file "vrscenes/mtl_14_refl_gold.vrscene"

Plastic Material

Image Removed 

Rendered using the file "vrscenes/mtl_15_refl_plastic.vrscene"

Metal Material (with textures)

Image Removed 

Rendered using the file "vrscenes/mtl_16_refl_tex_metal.vrscene"

Carbon material (Anisotropy)

Image Removed 

Rendered using the file "vrscenes/mtl_17_refl_anisotropy.vrscene"

Refractive Materials:

Refractive material | Refraction color

Image Removed 

Rendered using the file "vrscenes/mtl_18_refr.vrscene"

Refractive material | Fog color

Image Removed 

Rendered using the file "vrscenes/mtl_19_refr_fog.vrscene"

Refractive material | Mapped Reflections color (Ramp)

Image Removed 

Rendered using the file "vrscenes/mtl_20_refr_tex_color_ramp.vrscene"

Blurry Refractive material

Image Removed 

Rendered using the file "vrscenes/mtl_21_refr_glossiness.vrscene"

Blurry Refractive material | Mapped Glossiness (Ramp)

Image Removed 

Rendered using the file "vrscenes/mtl_22_refr_tex_glossiness_ramp.vrscene"

Refractive material | Mapped color (Ramp) + lower Glossiness value

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Rendered using the file "vrscenes/mtl_23_refr_tex_color_ramp_glossiness.vrscene"

Refractive Dispersion material

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Rendered using the file "vrscenes/mtl_24_refr_dispersion.vrscene"

Refractive material | Mapped Fog color (Marble)

Image Removed 

Rendered using the file "vrscenes/mtl_25_refr_tex_fogcolor_marble.vrscene"

Scattering material

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Rendered using the file "vrscenes/mtl_26_refr_scatter.vrscene"

Advanced Materials:

Material with Bumps | Bump map

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Rendered using the file "vrscenes/mtl_27_brdf_bump.vrscene"

Material with Bumps | Normal map

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Rendered using the file "vrscenes/mtl_28_brdf_bump_normal.vrscene"

Stone material | Textured Color, Reflections

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Rendered using the file "vrscenes/mtl_29_brdf_textured.vrscene"

Wood material

Image Removed 

Rendered using the file "vrscenes/mtl_30_brdf_textured_wood.vrscene"

Blend material

Image Removed 

Rendered using the file "vrscenes/mtl_31_blend.vrscene"

Blend material using bitmap texture

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Rendered using the file "vrscenes/mtl_32_blend_tex.vrscene"

Car Paint material

Image Removed 

Rendered using the file "vrscenes/mtl_33_blend_paint_flakes.vrscene"

Carbon material

Image Removed 

...

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BRDFVRayMtl presets:


Section
Column
width25%

Column
width50%
Image slider
Panel
borderStylenone

Image Added

Default

Rendered using the file VRay_Default.vrscene

Panel
borderStylenone

Image Added

Aluminium

Rendered using the file VRayMtl_Aluminium.vrscene

Panel
borderStylenone

Image Added

Aluminium (Rough)

Rendered using the file VRayMtl_Aluminium_Rough.vrscene

Panel
borderStylenone

Image Added

Aluminium (Brushed)

Rendered using the file VRayMtl_Aluminium_Brushed.vrscene

Panel
borderStylenone

Image Added

Chrome

Rendered using the file VRayMtl_Chrome.vrscene

Panel
borderStylenone

Image Added

Copper

Rendered using the file VRayMtl_Copper.vrscene

Panel
borderStylenone

Image Added

Copper (Rough)

Rendered using the file VRayMtl_Copper_Rough.vrscene

Panel
borderStylenone

Image Added

Gold

Rendered using the file VRayMtl_Gold.vrscene

Panel
borderStylenone

Image Added

Gold (Rough)

Rendered using the file VRayMtl_Gold_Rough.vrscene

Panel
borderStylenone

Image Added

Iron

Rendered using the file VRayMtl_Iron.vrscene

Panel
borderStylenone

Image Added

Lead

Rendered using the file VRayMtl_Lead.vrscene

Panel
borderStylenone

Image Added

Silver

Rendered using the file VRayMtl_Silver.vrscene

Panel
borderStylenone

Image Added

Silver (Rough)

Rendered using the file VRayMtl_Silver_Rough.vrscene

Panel
borderStylenone

Image Added

Diamond

Rendered using the file VRayMtl_Diamond.vrscene

Panel
borderStylenone

Image Added

Glass

Rendered using the file VRayMtl_Glass.vrscene

Panel
borderStylenone

Image Added

Glass (Frosted)

Rendered using the file VRayMtl_Glass_Frosted.vrscene

Panel
borderStylenone

Image Added

Glass (Tinted)

Rendered using the file VRayMtl_Glass_Tinted.vrscene

Panel
borderStylenone

Image Added

Glass (Architectural)

Rendered using the file VRayMtl_Glass_Architectural.vrscene

Panel
borderStylenone

Image Added

Water

Rendered using the file VRayMtl_Water.vrscene

Panel
borderStylenone

Image Added

Chocolate

Rendered using the file VRayMtl_Chocolate.vrscene

Panel
borderStylenone

Image Added

Ceramic

Rendered using the file VRayMtl_Ceramic.vrscene

Panel
borderStylenone

Image Added

Plastic

Rendered using the file VRayMtl_Plastic.vrscene

Panel
borderStylenone

Image Added

Rubber

Rendered using the file VRayMtl_Rubber.vrscene

Panel
borderStylenone

Image Added

Red Velvet

Rendered using the file VRayMtl_Red_Velvet.vrscene

Panel
borderStylenone

Image Added

White Satin

Rendered using the file VRayMtl_White_Satin.vrscene

Panel
borderStylenone

Image Added

Pink Satin

Rendered using the file VRayMtl_Pink_Satin.vrscene

Panel
borderStylenone

Image Added

Soap Bubble

Rendered using the file VRayMtl_Soap_Bubble.vrscene

Column
width25%



Code example

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Tabs Container
directionhorizontal
Tabs Page
titlePython
Code Block
languagepy
firstline1
# Load scene from a file.
renderer.load(os.path.join(SCENE_PATH, 'material.vrscene'))

# Create a new BRDFVRayMtl
newBRDF = renderer.classes.BRDFVRayMtl()
# We specify solid red color
newBRDF.diffuse = vray.AColor(1.0, 0.0, 0.0)
# We also make the material reflective with red color
newBRDF.reflect = vray.AColor(1.0, 0.0, 0.0)

newMaterial = renderer.classes.MtlSingleBRDF()
newMaterial.brdf = newBRDF

newNode = renderer.classes.Node()
newNode.material = newMaterial
newNode.geometry = renderer.plugins['CubeShape@mesh2']
newNode.transform = vray.Transform(vray.Matrix(1), vray.Vector(-15, 0, 0))
Tabs Page
titleC++
Code Block
languagecpp
// Load scene from a file.
renderer.load("material.vrscene");

// Create a new BRDFVRayMtl
BRDFVRayMtl newBRDF = renderer.newPlugin<BRDFVRayMtl>();
// We specify solid red color
newBRDF.set_diffuse(AColor(1.0f, 0.0f, 0.0f));
// We also make the material reflective with red color 
newBRDF.set_reflect(AColor(1.0f, 0.0f, 0.0f));

MtlSingleBRDF newMaterial = renderer.newPlugin<MtlSingleBRDF>();
newMaterial.set_brdf(newBRDF);

Node newNode = renderer.newPlugin<Node>();
newNode.set_material(newMaterial);
newNode.set_geometry(renderer.getPlugin("CubeShape@mesh2"));
newNode.set_transform(Transform(Matrix(1), Vector(-15, 0, 0)));
Tabs Page
titleC#.NET
Code Block
languagec#
// Load scene from a file.
renderer.Load("material.vrscene");

// Create a new BRDFVRayMtl
BRDFVRayMtl newBRDF = renderer.NewPlugin<BRDFVRayMtl>();
// We specify solid red color
newBRDF.Diffuse = new Color(1.0f, 0.0f, 0.0f);
// We also make the material reflective with red color 
newBRDF.Reflect = new Color(1.0f, 0.0f, 0.0f);

MtlSingleBRDF newMaterial = renderer.NewPlugin<MtlSingleBRDF>();
newMaterial.Brdf = newBRDF;

Node newNode = renderer.NewPlugin<Node>();
newNode.Material = newMaterial;
newNode.Geometry = renderer.GetPlugin("CubeShape@mesh2");
newNode.Transform = new Transform(new Matrix(1), new Vector(-15, 0, 0));
Tabs Page
titleNode.js
Code Block
languagejs
// Load scene from a file synchronously.
renderer.loadSync("material.vrscene");

// Create a new BRDFVRayMtl
var newBRDF = new renderer.classes.BRDFVRayMtl();
// We specify diffuse red color
newBRDF.diffuse = new vray.Color(1.0, 0.0, 0.0);
// We also make the material reflective with red color 
newBRDF.reflect = new vray.Color(1.0, 0.0, 0.0);

var newMaterial = new renderer.classes.MtlSingleBRDF();
newMaterial.brdf = newBRDF;

var newNode = renderer.classes.Node();
newNode.material = newMaterial;
newNode.geometry = renderer.plugins["CubeShape@mesh2"];
newNode.transform = vray.Transform(vray.Matrix(1), vray.Vector(-15, 0, 0));

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