Matte/Shadow Material with vray in 3ds max

Matte/Shadow Material with vray in 3ds max.Its a material type called vRayMltWrapper.The VRayMtlWrapper can be used to specify additional surface properties per material.

MatteShadow Material with vray in 3ds max

MatteShadow Material with vray in 3ds max

So Now here we close look at the vRay Matte/Shadow Material – VRayMtlWrapper Parameters :

MatteShadow Material with vray in 3ds max_Base-material

MatteShadow Material with vray in 3ds max_Base-material

Base material : This is the actual surface material.(Here you can apply base material of your object.)

Additional Surface Properties :

matte-wapper001-Additional_properties

matte-vray mltwapper001-Additional_properties

  • Generate GI :Here you can controls how much the GI generated by the material.
  • Receive GI – Here you can controls how much the GI received by the material.
  • Generate caustics – Turn this off if the material should not generate caustics.Turn this on if material should generate caustics.
  • Receive caustics – Turn this off if the material should not receive caustics.Turn this on if material should receive caustics.
  • Caustics multiplier – Determines the effect of caustics on the material.

Matte Properties :

MatteShadow Material with vray in 3ds max_Base-material_Matte_properties

MatteShadow Material with vray in 3ds max_Base-material_Matte_properties

    • Matte surface – If this option is check on the material appear as a matte material, which shows the behind the object, instead of the base material, when viewed directly. Impotent  note that the base material is still used for things like GI, caustics, reflections and so on.
    • Alpha contribution – This determines the appearance of the object in the alpha channel of the rendered frame. A value of Alpha contribution 1.0 means the alpha channel will be derived from the transparency of the base material form vRayMtlWrapper Parameters .value 1 = Alpha is solid.Value of 0.0 means the object will not in the alpha channel. Value of -1.0 means that the transparency of the base material will cut out from the alpha of the objects behind. Matte objects are typically given an alpha contribution value of -1.0.if you want to render cut matte of object set the alpha contribute value to -1.
    • Matte for refl/refr – If this option is on it’s makes the material appear as a matte material, which shows the background instead of the base material when viewed through reflections or refraction.
  • Shadows – Turn this on to make shadows visible on the cut matte surface.
  • Affect alpha – Turn this on to make shadows affect the alpha contribution of the matte surface. Areas in perfect shadow will produce white alpha.
  • Color – This is a optional tint for the shadows on the matte surface.Here you can give additional color to shadow.
  • Brightness – An optional brightness parameter for the shadows on the matte surface. A value of 0.0 will make the shadows completely transparent, while a value of 1.0 will make the shadows fully opaque.
  • Reflection amount – This parameter shows the reflections from the base material.This is depend on your base material’s Reflection.This only work if the base material is vRayMtl.
  • Refraction amount – Shows the refractions from the base material. This is depend on your base material’s Refraction.This only work if the base material is vRayMtl.
  • GI amount – Here you can control the amount of GI shadows.
  • No GI on other mattes – This will cause the object to appear as a matte object in reflections, refractions, GI, etc. for other matte objects. Note that if this is on, refractions for the matte object might not be calculated (the object will appear as a matte object to itself and will not be able to “see” the refractions on the other side).

Miscellaneous :

MatteShadow Material with vray in 3ds max_Base-material_miscellaneous

MatteShadow Material with vray in 3ds max_Base-material_miscellaneous

  • GI surface ID – The surface ID No. can be used to avoid the blending of light cache samples among multiple surfaces. Objects having different GI surface IDs, will prevent the blending of the light cache samples of the two objects. This feature is useful to prevent light leaks between multiple objects of different illumination.

Leave a Reply

Your email address will not be published. Required fields are marked *

Time limit is exhausted. Please reload CAPTCHA.