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:: VRayMtl Examples
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VRay for 3ds Max Manual
VRayMtl Examples
This example demonstrates the effect of the
Roughness parameter. Note how as the
Roughness increases, the materials appears more "flat" and dusty.
![[Roughness is 0.0]](vray_for_3ds_max_manual/vraymtl_examples/roughness_0_0.png) |
![[Roughness is 0.3]](vray_for_3ds_max_manual/vraymtl_examples/roughness_0_3.png) |
![[Roughness is 0.6]](vray_for_3ds_max_manual/vraymtl_examples/roughness_0_6.png) |
| Roughness is
0.0 (regular diffuse material) |
Roughness is
0.3 |
Roughness is
0.6 |
This example demonstrates how the Reflection
color parameter controls the reflectivity of the material. Note that
this color also acts as a filter for the diffuse color (e.g. stronger
reflections dim the diffuse component).
![[Black reflection]](vray_for_3ds_max_manual/vraymtl_examples/reflection_0.png) |
![[Medium grey reflection]](vray_for_3ds_max_manual/vraymtl_examples/reflection_128.png) |
![[white reflection]](vray_for_3ds_max_manual/vraymtl_examples/reflection_255.png) |
| Reflection color
is black (0, 0, 0) |
Reflection color
is medium grey (128, 128, 128) |
Reflection color
is white (255, 255, 255) |
This example demonstrates how the Reflection
glossiness and Highlight glossiness
parameters control the highlights and reflection blurriness of the material.
![[Glossiness 1.0]](vray_for_3ds_max_manual/vraymtl_examples/glossy_1_0.png) |
![[Glossiness 0.8]](vray_for_3ds_max_manual/vraymtl_examples/glossy_0_8.png) |
![[Glossiness 0.6]](vray_for_3ds_max_manual/vraymtl_examples/glossy_0_6.png) |
Reflection/Hilight
Glossiness is 1.0
(perfect mirror reflections) |
Reflection/Hilight
glossiness is 0.8 |
Reflection/Hilight
glossiness is 0.6 |
This example demonstrates how the Energy
preservation mode controls the way reflections dim the diffuse color.
| |
Reflection color is medium grey (128,
128, 128) |
Reflection color is medium green (0, 128,
0) |
|
Energy preservation is RGB |
![[grey reflection, rgb mode]](vray_for_3ds_max_manual/vraymtl_examples/reflection_grey_mono.png) |
![[green reflection, rgb mode]](vray_for_3ds_max_manual/vraymtl_examples/reflection_green_rgb.png) |
|
Energy preservation is Monochrome |
![[grey reflection, mono mode]](vray_for_3ds_max_manual/vraymtl_examples/reflection_grey_mono.png) |
![[green reflection, mono mode]](vray_for_3ds_max_manual/vraymtl_examples/reflection_green_mono.png) |
This example demonstrates the effect of the
Fresnel option. Note how the strength of the reflection varies with
the IOR of the material. For this example,
the Reflection color is pure white
(255, 255, 255).
![[Fresnel reflection off]](vray_for_3ds_max_manual/vraymtl_examples/reflection_fresnel_off.png) |
![[Fresnel reflection on, IOR 1.3]](vray_for_3ds_max_manual/vraymtl_examples/reflection_fresnel_1_3.png) |
![[Fresnel reflection on, IOR 2.0]](vray_for_3ds_max_manual/vraymtl_examples/reflection_fresnel_2_0.png) |
![[Fresnel reflection on, IOR 10]](vray_for_3ds_max_manual/vraymtl_examples/reflection_fresnel_10.png) |
| Fresnel is
off |
Fresnel is
on, IOR is
1.3 |
Fresnel is
on, IOR is
2.0 |
Fresnel is
on, IOR is
10.0 |
This example demonstrates the effect of the
Anisotropy parameter. Note how the different values stretch the
reflections horizontally or vertically.
![[Anisotropy -0.9]](vray_for_3ds_max_manual/vraymtl_examples/anisotropy_m_0_9.png) |
![[Anisotropy -0.45]](vray_for_3ds_max_manual/vraymtl_examples/anisotropy_m_0_45.png) |
![[Anisotropy 0.0]](vray_for_3ds_max_manual/vraymtl_examples/anisotropy_0_0.png) |
![[Anisotropy 0.45]](vray_for_3ds_max_manual/vraymtl_examples/anisotropy_0_45.png) |
![[Anisotropy 0.9]](vray_for_3ds_max_manual/vraymtl_examples/anisotropy_0_9.png) |
| Anisotropy is
-0.9 |
Anisotropy is
-0.45 |
Anisotropy is
0.0 (no anisotropy) |
Anisotropy is
0.45 |
Anisotropy is
0.9 |
This example demonstrates the effect of the
Anisotropy rotation parameter. For all the images in this example,
the Anisotropy parameter itself is 0.8.
![[Anisotropy rotation 0.0]](vray_for_3ds_max_manual/vraymtl_examples/anisotropy_rotation_0_0.png) |
![[Anisotropy rotation is 45]](vray_for_3ds_max_manual/vraymtl_examples/anisotropy_rotation_45_0.png) |
![[Anisotropy rotation is 90]](vray_for_3ds_max_manual/vraymtl_examples/anisotropy_rotation_90_0.png) |
![[Anisotropy rotation is 135]](vray_for_3ds_max_manual/vraymtl_examples/anisotropy_rotation_135_0.png) |
![[Mapped anisotropy rotation]](vray_for_3ds_max_manual/vraymtl_examples/anisotropy_mapped_inset.png) |
| Anisotropy rotation
is 0.0 degrees |
Anisotropy rotation
is 45.0 degrees |
Anisotropy rotation
is 90.0 degrees |
Anisotropy rotation
is 135.0 degrees |
Bitmapped Anisotropy
rotation (map in the upper-right corner) |
This example demonstrates the effect of the
Refraction color parameter to produce glass materials. For the images
in this example, the material is with a grey Diffuse
color, white Reflection color and
Fresnel option on.
![[Refraction color is black]](vray_for_3ds_max_manual/vraymtl_examples/refraction_black.png) |
![[Refraction color is grey]](vray_for_3ds_max_manual/vraymtl_examples/refraction_grey_192.png) |
![[Refraction color is white]](vray_for_3ds_max_manual/vraymtl_examples/refraction_white.png) |
| Refraction color
is black (0, 0, 0) (no refraction) |
Refraction color
is light grey (192, 192, 192) |
Refraction color
is white (255, 255, 255) |
This example demonstrates the effect of the
Refraction glossiness parameter. Note how lower
Refraction glossiness values blur the
refractions and cause the material to appear as frosted glass.
![[Refraction glossiness 1.0]](vray_for_3ds_max_manual/vraymtl_examples/refraction_glossiness_1_0.png) |
![[Refraction glossiness 0.9]](vray_for_3ds_max_manual/vraymtl_examples/refraction_glossiness_0_9.png) |
![[Refraction glossiness 0.8]](vray_for_3ds_max_manual/vraymtl_examples/refraction_glossiness_0_8.png) |
| Refraction glossiness
is 1.0 |
Refraction glossiness
is 0.9 |
Refraction glossiness
is 0.8 |
This example demonstrates the effect of the
Refraction IOR parameter. Note how light bends more as the IOR
deviates from 1.0. The case when the index of
refraction (IOR) is 1.0 produces a transparent
object. Note however, that in the case of transparent objects, it might be
better to assign an opacity map to the material, rather than use refraction.
![[IOR 0.8]](vray_for_3ds_max_manual/vraymtl_examples/refraction_ior_0_8.png) |
![[IOR 1.0]](vray_for_3ds_max_manual/vraymtl_examples/refraction_ior_1_0.png) |
![[IOR 1.3]](vray_for_3ds_max_manual/vraymtl_examples/refraction_ior_1_3.png) |
![[IOR 1.8]](vray_for_3ds_max_manual/vraymtl_examples/refraction_ior_1_8.png) |
| Refraction IOR is
0.8 |
Refraction IOR is
1.0 |
Refraction IOR is
1.3 |
Refraction IOR is
1.8 |
This example demonstrates the effect of the
Refraction depth parameter. Note how too low refraction depth
produces wrong results. Also, in the last two examples, note how areas with
total internal reflection are also affected by the
Reflection depth.
![[Refraction depth 1]](vray_for_3ds_max_manual/vraymtl_examples/refraction_depth_1.png) |
![[Refraction depth 2]](vray_for_3ds_max_manual/vraymtl_examples/refraction_depth_2.png) |
![[Refraction depth 4]](vray_for_3ds_max_manual/vraymtl_examples/refraction_depth_4.png) |
![[Refraction depth 8]](vray_for_3ds_max_manual/vraymtl_examples/refraction_depth_8.png) |
![[Reflection and refraction depth 8]](vray_for_3ds_max_manual/vraymtl_examples/refraction_depth_8a.png) |
Refraction depth
is 1
Reflection depth is
5 |
Refraction depth
is 2
Reflection depth is
5 |
Refraction depth
is 4
Reflection depth is
5 |
Refraction depth
is 8
Reflection depth is
5 |
Refraction depth
is 8
Reflection depth is
8 |
This example demonstrates the effect of the refraction
Exit color parameter. This is mostly useful
to show areas of deep refractions in the image, or materials needing higher
refraction depth. Note how the red areas are reduced when the
Reflection depth and
Refraction depth are increased.
![[Exit color off]](vray_for_3ds_max_manual/vraymtl_examples/refraction_exit_color_off.png) |
![[Exit color on]](vray_for_3ds_max_manual/vraymtl_examples/refraction_exit_color_on.png) |
![[Exit color on with larger reflection/refraction depth]](vray_for_3ds_max_manual/vraymtl_examples/refraction_exit_color_on1.png) |
| Refraction Exit color
is off;
Reflection depth and Refraction depth
are set to 5 |
Refraction Exit color
is on and set to red
(255, 0, 0); Reflection depth
and Refraction depth are set to
5 |
Refraction Exit color
is on, Reflection
depth and Refraction depth are
set to 8 |
This example demonstrates the effect of the Fog
color parameter. Notice how the thick areas of the object are darker
in the two images on the right because of the light absorption of the fog.
![[Fog is white]](vray_for_3ds_max_manual/vraymtl_examples/fog_white.png) |
![[Fog is grey]](vray_for_3ds_max_manual/vraymtl_examples/fog_grey.png) |
![[Fog is green]](vray_for_3ds_max_manual/vraymtl_examples/fog_green.png) |
| Fog color is white
(255, 255, 255) (no light absorption) |
Fog color is grey
(243, 243, 243) |
Fog color is green
(230, 243, 213) |
This example demonstrates the effect of the Fog
multiplier parameter. Smaller values cause less light absorption
because of the fog; while higher values increase the absorption effect.
![[Fog multiplier 0.5]](vray_for_3ds_max_manual/vraymtl_examples/fog_multiplier_0_5.png) |
![[Fog multiplier 1.0]](vray_for_3ds_max_manual/vraymtl_examples/fog_multiplier_1_0.png) |
![[Fog multiplier 1.5]](vray_for_3ds_max_manual/vraymtl_examples/fog_multiplier_1_5.png) |
| Fog multiplier is
0.5 |
Fog multiplier is
1.0 |
Fog multiplier is
1.5 |
This example demonstrates the differences between the BRDFs available in
V-Ray. Note the different highlights produced by the different BRDFs.
![[Phong BRDF]](vray_for_3ds_max_manual/vraymtl_examples/brdf_phong.png) |
![[Blinn BRDF]](vray_for_3ds_max_manual/vraymtl_examples/brdf_blinn.png) |
![[Ward BRDF]](vray_for_3ds_max_manual/vraymtl_examples/brdf_ward.png) |
| BRDF type is
Phong |
BRDF type is
Blinn |
BRDF type is
Ward |
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