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VRay for SketchUp New Features Guide
MaterialsMaterials Arrangement: This new
build allows you to move and arrange the materials in any order by dragging and
dropping the material in your desired position on the V-Ray Material Editor.
How to use Material Arrangement:
Select the material and move it to the new position.

Layer Arrangement: Now you can arrange the material layer to any
position, allowing you to create a variation of effects that were very difficult
to create with the old version. You can place the reflection layer on top of the
emissive layer to create a reflective light bulb material.

Material Preview: We improved our material editor to include a preview
of the material that looks as close as possible to the final render.


Green Glass

Gold
Layer Preview: It is now possible to make a preview of every single
layer in your material to see how this layer affects the final result.
Below is an example of the Layer Preview. The material has four layers: two
diffuse layers and two reflection layers.


Material Editor

Render Sample
Alpha Transparency: This new build supports direct alpha transparency
on the material.
Use Color Texture for Transparency: This option allows you to activate
the alpha transparency directly on the material. V-Ray only supports .png ,
.tiff and native SketchUp transparency materials.
How to use Color Texture for Transparency:
Go to the V-Ray material Editor and select the material that you want to apply
transparency. In the Diffuse Layer, enable the option "Use color texture for
transparency". Remember that the images should be transparency .png or .tiff or
native SketchUp transparencies.


Render Without Transparency

Render With Transparency
Displacement Per Material: You have the ability to change the
displacement parameters in every material in your scene. If you have geometry
that’s far away from the camera, you can reduce the displacement quality to that
geometry and speed up your render. These options are located on the V-Ray
Material Editor under the Map rollout.

Keep Continuity: Using continuity will produce a connected surface,
without splits.

Keep Continuity On

Keep Continuity Off
View Dependent: When this is on, edge length determines the maximum
length of a sub-triangle edge in pixels. A value of 1.0 means that the longest
edge of each sub-triangle will be about one pixel long when projected on the
screen. When View Dependent is off, edge length is the maximum sub-triangle edge
length in world units.
Shift: This option shifts the displaced surface up and down along the
normals. This can be either positive or negative.

Left Shift = 10, Center Shift = 5, Right Shift = 0

Left Shift = -10, Center Shift = -5, Right Shift = 0
As you can see, if the values are negative you can shift the geometry under the
floor.
This is not the same as "Cutoff".
Cutoff: This will clip the surface geometry in places where the
displacement map value is below the specified threshold. This can be used for
clip mapping a displacement map value, below which geometry will be clipped.

In this example the Cutoff = 0

This example demonstrates the use of cutoff to clip away geometry from an
object.
In this example the Cutoff = .5
Max Subdivs: This controls the maximum sub-triangles generated from
any triangle of the original mesh. The value is in fact the square root of the
maximum number of sub-triangles. For example, a value of 256 means that at most,
256 x 256 = 65536 sub-triangles will be generated for any given original
triangle. It is not a good idea to keep this value very high as it will
significantly increase the render time.
Edge Length: This determines the quality of the displacement. Each
triangle of the original mesh is subdivided into a number of sub-triangles. More
sub-triangles mean more detail in the displacement, slower rendering times and
more RAM usage. The meaning of edge length depends on the view-dependent
parameter below.

This is an example of the global value of the displacement.
Notice that all geometries have the same quality.

The above example uses per material displacement.
Left Edge Length = 4, Center Edge Length = 2, Right Edge Length = 1.
Notice that all three geometries have a different quality.
Tips:
If you are making a very large rendering, decrease the Edge Length
value. If you have "View Dependant", the Edge Length depends on the
resolution size. A small value will increase your render time
considerably. For best results, try to use Grayscale images. |
Procedural Texture Mapping: V-Ray has fourteen new texture maps that
allow you to create different effects on the material editor. You can use this
new texture mapping in any layer to blend the mapping.
Dirt: This texture mapping type can be used to simulate dirt on
objects, or to produce an ambient occlusion pass.

Black_Color: This is the color of the dirt or the occluded area. By
default the color is Black. You can also use a texture mapping for this option.
White_Color: This is the color of the unoccluded area (areas without
dirt). By default the color is white. You can also use texture mapping for these
options.

Black Color = Default
White Color = Brick Texture |

Black Color = Red
White Color = Brick Texture |

Black Color = Grass Texture |
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Ignore For GI: When this option is enabled the dirt effect will be
taken into consideration for GI calculations.
Consider Same Object Only: When on, the dirt will affect only the
objects themselves, without including contact surfaces and edges. If off, the
entire scene geometry is participating for the final result.

Consider Same Object Only Off |

Consider Same Object Only On |
Invert Normal: This option allows you to invert the dirt with respect
to surface normals.

Invert Normal Disable |

Invert Normal Enable |
Falloff: This parameter controls the speed of the transition between
the areas with dirt and the areas without dirt.
Bias X , Y, Z: These parameters will bias the normals to the X (Y, Z)
axes, so that the dirt effect is forced to those directions. These parameters
can also be negative values for inversing the direction of the dirt.

Radius = 5

Radius = 10

Radius = 20
Distribution: This parameter will force the rays to gather closer to
the surface normal. The effect is that the dirt area is being narrowed closer to
the contact edges. For ambient occlusion, set this parameter to 1.0 to get
distribution similar to the ambient lighting on a diffuse surface.
Subdivs: Controls the number of samples that V-Ray takes to calculate
the dirt effect. Lower values render faster but produce a more noisy result.

Subdivs = 2

Subdivs = 8

Subdivs = 16
In addition to the Dirt material, V-Ray for SketchUp has other procedure
mapping that you can combine to create different effects. Below is a list with
the other texture mappings.



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