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

toggle Toggles the influence of channels connected to the shader without disconnecting them from the shader input.   Displacement is toggled off by default.

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.    

Inputs | Diffuse Roughness

dropdown

The channel specifying areas of
roughness on the shaded
surface, so that the diffuse of rougher materials appears flatter.

   

Inputs | Self-Illumination

dropdown

The channel specifying the areas on the material that are self-illuminated.

   
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.

   

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.

   
Inputs |
Bump Map
dropdown The channel containing the bump map.    
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
obvious displacements.

 

From 0 to 10; defaults to 0.100.

Bump | Bump Mode dropdown While Fastest is very fast, it works better with live procedural layers rather than painted or cached layers.  

While Fastest is very fast, it works better with live procedural layers rather than painted or cached layers.

Bump |Bump Space

dropdown

UV - Normals are calculated relative to the UV coordinates space.
The UV Bump Space mode is the more traditional approach but can lead to noticeable seams and color variations.

World - Normals are calculated relative to the World coordinates space.
Using the World Bump Space mode gives a more seamless result.

 

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.

 

From 0 to 1; defaults to 0.500.

Displacement| Displacement Scale

entry box, slider

What the range of displacement is. This setting is multiplied by the
Displacement Scale to give the
displacement.

 

 

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
displacement.

 

From 0 to 1; defaults to 0.500.

Displacement| Max Tessellation

entry box, slider

How many texels the surface is
tessellated to.

 

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
surface normals as they are.

 

 

'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

   
'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.