Usage

General

Exporting process is separated in 2 stages:

  • Geometry export (Export Meshes button)
  • Materal, lights, camera etc export and render (Render button)

 

Geometry export takes a lot of time (espacially on complex scenes), but once you export it you can move, rotate objects, change materials, hide them from render in Outliner without reexporting! So, you should press Export Meshes and then Render.

 

Press Esc in V-Ray window to stop render.

Working controls:

Material panel:

  • Col - Diffuse color
  • Spe
  • Mir - Fog color (Fog works if one of Mir color components < 0.999)
  • A - opacity

 

Shaders panel:

  • Tralu - Fog color multiplier
  • Specular Shader:
    • Blinn, CookTorr, Toon - Blinn
    • Phong - Phong
    • WardIso - Ward
  • Emit - material will become VRayLightMlt. Col - color, Emit - emit value.

 

Mirror Transp panel:

  • Ray Mirror and Ray Transp options corresponds to Trace reflections and Trace refractions options (look here for more details).
  • Ray Mir - amount of reflection
  • Gloss - reflection/refraction glossiness
  • Samples - reflection/refraction glossiness samples
  • Depth - the number of times a ray can be reflected/refracted.
  • IOR - index of refraction

 

SSS panel:

  • Scale
  • Radius R, Radius G, Radius B
  • Col color selector
  • IOR

 

Map To panel:

  • Col - diffuse color texture
  • Nor - bump texture and bump amount
  • Spec - glossy texture (Glossy slider becomes texture multiplier)
  • Ray Mir - reflection texture (Ray Mir slider becomes texture multiplier)
  • Disp - displace texture (Displace amount is also set up in Object panel of the script)
  • Mix modes:
    • Mix -> None
    • Multiply
    • Add
    • Subtract
    • Divide -> None
    • Darken
    • Difference
    • Lighten
    • Screen -> Out
    • Overlay
    • Hue -> In
    • Saturate
    • Value -> Desaturate
    • Color -> Illuminate

 

World panel:

  • Hor color - background color
  • Zen
  • Amb

 

Textures

  • Xrepeat, Yrepeat
  • Filter
  • Mesh must have proper UV coordinates.

 

Camera panel:

  • Clipping Start/End
  • Lens
  • Dof Dist - focus distance

 

Output panel:

  • Image output path

Materials:

VRay2SidedMtl


Start material name with 2SIDED to create VRay2SidedMtl. Translucency is controlled by Amb slider.

Lights

Supported lights:

  • Lamp - Omni, Sphere
  • Area - Rectangle
  • Spot - Spot, IES
  • Sun - Direct, Sun
  • Hemi - Dome

 

Select any light and go to Object panel.

 

Notes:

  • Don't scale Area Lights! Change their Size (or SizeX and SizeY).
  • IES intensity is defined in Lumes. If intensity=0 - it is taken from IES file.
  • By default, Blender's Sun light is VRayDirectLight. If you need VRaySun - select your Sun light, go to Object panel and press Sun button in light settings.

 

 

V-Ray/Blender by Andrey M. Izrantsev