This page provides information on the BRDFVRayMtl which is the basis for most shading networks in V-Ray.
Overview
The BRDFVRayMtl node is a very versatile material that allows for better physically correct illumination (energy distribution) in the scene, faster rendering, and more convenient reflection and refraction parameters. This material can be easily set up to simulate a huge variety of surfaces from plastics to metals to glass and more by adjusting a handful of parameters.
Furthermore, with the BRDFVRayMtl you can apply different texture maps, control the reflections and refractions, add bump and displacement maps, force direct GI calculations, and specify the BRDF type for determining how light interacts with the material.
Read more about the basic parameters that control properties like the diffuse and opacity colors, or the articles on Reflection, Refraction, Translucency, Coat Layer, Sheen Layer, Bump, and the Options of V-Ray Material.
UI Path: ||mat Network|| > V-Ray > Material > V-Ray Material
Presets
Presets – Available in the menu, the V-Ray Material presets offer values for commonly used materials. See the Material Presets in V-Ray for Houdini tutorial for more information.
Each V-Ray Material tab has its own dedicated page listed below: