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VRayMtl
Note: Results may not be as expected if you do not use the Environment Light in the Lights palette when using this shader.
|
Control |
Type |
What it does |
Dialog |
Notes |
|---|---|---|---|---|
|
Inputs | Diffuse Color |
dropdown |
The channel controlling the diffuse color of the material. | The actual diffuse color of the surface might also be affected by the reflection and refraction colors. | |
| Inputs | Opacity Map | dropdown | The channel containing the opacity map (to determine which parts of the material are opaque or translucent) for the material. | ||
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Inputs | Diffuse Roughness |
dropdown |
The channel specifying areas of |
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|
Inputs | Self-Illumination |
dropdown |
The channel specifying the areas on the material that are self-illuminated. |
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| Inputs | Reflection Color | dropdown | The channel controlling the color on the areas of the material where light is reflected. | ||
| Inputs | Highlight Glossiness | dropdown | The channel specifying the areas on the material where there is glossiness on a highlight. | ||
| Inputs | Reflection Glossiness | dropdown | The channel specifying the areas on the material where there is glossiness on a reflective surface. | ||
|
Inputs | Anisotropy |
dropdown |
The channel specifying the areas on the material that have an anisotropic effect. |
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|
Inputs | Anisotropy UV Coords |
dropdown |
The channel specifying the coordinates for where anisotropic light is reflected. | ||
| Inputs | Rotation | dropdown | The channel specifying the direction of the anisotropic rotation. | ||
| Inputs | Refraction Color | dropdown | The channel controlling the color of the areas on the material where light is refracted. | ||
| Inputs | Refraction Glossiness | dropdown | The channel specifying the areas on the material where there is glossiness on a refractive surface. | ||
| Inputs | Fog Color | dropdown | The channel controlling the color of the areas on the material where fog (the attenuation of light as it passes through a material) appears, so that thick objects look less transparent than thinner objects. | ||
| Inputs | Translucency Color | dropdown |
The channel controlling the color of the areas of translucency (or sub-surface scattering) in a material. |
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| Inputs | Bump Map |
dropdown | The channel containing the bump map. | ||
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button | Inverts the channel values of the selected Bump Map channel. | ||
| Inputs | Normal Map |
dropdown | The channel containing the normal map, used as a representation of the surface normals added to the shaded surface. | ||
| Inputs | Displacement Map |
dropdown | The channel containing the displacement map for adjusting the surface of the geometry. | ||
|
|
button | Adds a new channel for the shader component. | Add Channel Dialog | |
| Type | information | The shader type that you are using. | ||
| Basic Parameters | Diffuse Color | swatch | The base diffuse color on the object for the Diffuse Color channel. | ||
| Basic Parameters | Diffuse Amount |
entry box, slider | The amount of the diffuse color that is displayed in the shader. | From 0.000 to 1.000; the default value is 1.000. | |
| Basic Parameters | Opacity Map |
swatch | The base opacity color for the channel containing the opacity map. | ||
| Basic Parameters | Roughness Amount |
entry box, slider | How “rough” the surface is when the Diffuse Color channel is applied in the shader. | From 0.000 to 1.000; the default value is 0.000. | |
| Basic Parameters | Self-Illumination |
swatch | The color of the light given off from the Self-Illumination channel. | ||
| Reflection | BRDF |
dropdown | What type of highlights and glossy reflections are used for the material: Phong, Blinn, Ward. | ||
| Reflection | Reflection Color |
swatch | The color reflected from the material in areas specified in the Reflection Color channel. | ||
| Reflection | Amount |
entry box, slider | The amount of the Reflection Color that is displayed in the shader. | From 0.000 to 1.000; the default value is 1.000. | |
| Reflection | Lock highlight and reflection glossiness |
checkbox | Locks the values for the Highlight Glossiness and Reflection Glossiness fields so that they match. | Locked by default. | |
| Reflection | Highlight Glossiness |
entry box, slider | Controls the shape of the highlight on the material and is locked to the Reflection Glossiness value, unless the Lock highlight and reflection glossiness field is disabled. | From 0.000 to 1.000; the default value is 1.000. | |
| Reflection | Reflection Glossiness |
entry box, slider | Determines the sharpness of the reflections, with 1.0 being perfectly mirror-like, and is locked to the Highlight Glossiness value, unless the Lock highlight and reflection glossiness field is disabled. | From 0.000 to 1.000; the default value is 1.000. | |
| Reflection | Use Fresnel |
checkbox | If enabled, the reflection strength is dependent on the viewing angle of the surface, and the index of refraction. | Enabled by default. | |
| Reflection | Lock Fresnel IOR to Refraction IOR |
checkbox | Lock the values for the Fresnel index of refraction to the values of the Refraction IOR field. | Locked by default. | |
| Reflection | Fresnel IOR |
entry box, slider | The index of refraction used for calculating the Fresnel reflections. | From 0.000 to 10.000; the default value is 1.600. | |
| Anisotropy | Anisotropy |
entry box, slider | Determines the amount of the anisotropic effect, with a value of 0.0 being isotropic (uniform in all orientations), while negative or positive values simulate the effect of a brushed surface. | From -1.000 to 1.000; the default value is 0.000. | |
| Anisotropy | Anisotropy Rotation |
entry box, slider | The orientation in degrees of the anisotropic effect. | From 0.000 to 1.000; the default value is 0.000. | |
| Refraction | Refraction Color |
swatch | The color displayed when the light is refracted in areas specified in the Refraction Color channel. | ||
| Refraction | Amount |
entry box, slider | The amount of the Refraction Color that is displayed in the shader. | From 0.000 to 1.000; the default value is 1.000. | |
| Reflection | Refraction Glossiness |
entry box, slider | Determines the sharpness of the refraction, with 1.0 being perfectly glass-like refraction. | From 0.000 to 1.000; the default value is 1.000. | |
| Refraction | Refraction IOR |
entry box, slider | The index of refraction for the material, determining how light bends when crossing the material's surface. If the value is set to 1.0, then the light doesn't change direction. | From 0.000 to 10.000; the default value is 1.600. | |
| Refraction | Fog Color |
swatch | The color of the material in areas specified in the Fog Color channel. | ||
| Refraction | Fog multiplier |
entry box, slider | The strength of the fog effect, with lower values giving the material a more transparent look and higher values a more opaque look. | From 0.000 to 10.000; the default value is 1.000. | |
| Refraction | Fog bias |
entry box, slider | The way the fog color is applied to the material. Adjusting the slider allows you to change how thin or thick areas of the object appear. | From -3.000 to 3.000; the default value is 0.000. | |
| Subsurface scattering | On | checkbox | Enable or disable subsurface scattering for the material. | Disabled by default. | |
| Subsurface scattering | Translucency Color | swatch | The color under the material in areas specified in the Translucency Color channel. | ||
| Subsurface scattering | Fwd/back coeff | entry box, slider | Controls the direction of scattering for a ray, with 0.0 only scattering away from the surface, 0.5 potentially scattering forward or backward in relation to the surface, and 1.0 only ever scattering back towards the surface. | From 0.000 to 1.000; the default value is 1.000. | |
| Subsurface scattering | Scattering coefficient | entry box, slider | The amount of scattering that happens within the object, with 0.0 scattering in all directions and 1.0 continuing in the same direction inside the sub-surface volume. | ||
| Bump | Bump Weight | entry box, slider |
How much weight the bump map has. Lower values are smaller bumps, higher values are larger and more |
|
From 0 to 10; defaults to 0.100. |
| Bump | Bump Mode | dropdown | Whether you want bump to be displayed quickly (Fast) or accurately (Accurate). |
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Bump |Bump Space |
dropdown |
UV - Normals are calculated relative to the UV coordinates space. World - Normals are calculated relative to the World coordinates space. |
|
By default, Bump Space is set to UV. |
|
Displacement| Displacement Bias |
entry box, slider |
How much the white or black values are pushed or pulled from the surface. |
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From 0 to 1; defaults to 0.500. |
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Displacement| Displacement Scale |
entry box, slider |
What the range of displacement is. This setting is multiplied by the |
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Displacement| Displacement Range |
entry box, slider |
How much displacement is applied to the shaded surface. Lower values equal smaller displacement; higher values equal larger and more obvious |
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From 0 to 1; defaults to 0.500. |
|
Displacement| Max Tessellation |
entry box, slider |
How many texels the surface is |
|
From 1 to 64; defaults to 10. |
|
Displacement| Perturb Normals |
dropdown |
Selecting yes changes the displacement so that displacement moves the surface but leaves the |
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| 'Display Tweaks'| sRGB to Linear Color Swatches | checkbox | Convert the values of the colors from the color swatches from sRGB to Linear. | Enabled by default. | |
| 'Display Tweaks'| sRGB to Linear Color Channels | checkbox | Convert the values of the colors from the color channels from sRGB to Linear. | Disabled by default. | |
| 'Display Tweaks'| Turn ON Environment Light Bounce | checkbox | Set whether the object receives one extra light bounce hit from the environment light. | Disabled by default. | |
| 'Display Tweaks' | Light Falloff | dropdown | Set whether the light fall off for Mari's point lights is Linear, Inverse,or Inverse Square. | ||
| 'Display Tweaks'| Decay Rate | entry box, slider | The rate of the light fall off. | From 0.010 to 1; defaults to 1. | |
| 'Display Tweaks' | Ambient Occlusion Amount | entry box, slider | The amount of ambient occlusion. | From 0 to 1; defaults to 1. | |
| 'Display Tweaks' | Render Elements | dropdown |
Determines how elements of the shader are rendered, according to: • Beauty • Diffuse • Specular Highlights • Reflection • Refraction • Sub-Surface Scattering • Self-Illumination • Thickness Map Preview |
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| 'Display Tweaks'| Thick Glass effect emulation | checkbox | Set whether or not Mari emulates the look of solid/thick glass. | Disabled by default. | |
| 'Display Tweaks'| Import Baked Thickness Map | file browser | Import a map that represents the different levels of thickness in the material. | ||
| 'Display Tweaks'| Filter Thickness Map | dropdown | Set whether a thickness filter map, for blurring any possible noise, is set to Nearest or Bilinear. | ||
| 'Display Tweaks'| Thickness Map UV Coordinates | dropdown | Determine whether the thickness map uses the Default UVs, or flips the U, V, or both U and V values. |