---
title: "Common Materials"
canonical: "https://documentation.chaos.com/space/APPSDK/132841715/Common%20Materials"
format: markdown
---
## **V-Ray Car Paint 2 Material**

---

### Parameters

- **base_color** – <span style="color: #272727">Specifies the diffuse color for the base layer.</span>
- <span style="color: #272727">**base_reflection **</span><span style="color: #272727">– Specifies the reflectivity of the base layer. The reflection color itself is the same as the Base color.</span>
- <span style="color: #272727">**base_glossiness**</span><span style="color: #272727"> – Specifies the reflection glossiness for the base layer.</span>
- <span style="color: #272727">**base_glossiness_tail**</span><span style="color: #272727"> – Controls the transition from highlighted areas to non-highlighted areas. Higher values such as the default make the highlight transition sharper and lower values make the glossiness tail more diffuse.</span>
- <span style="color: #272727">**base_traceReflections**</span><span style="color: #272727"> – When disabled, the base layer only produces specular highlights, but no (glossy) reflections.</span>
- <span style="color: #272727">**base_bump_float**</span><span style="color: #272727"> – Specifies the bump/normal map to be used.</span>
- <span style="color: #272727">**base_bump_color**</span><span style="color: #272727"> – Specifies the bump/normal map to be used.</span>
- <span style="color: #272727">**base_bump_amount**</span><span style="color: #272727"> – Specifies a multiplier for the bump/normal effect.</span>
- <span style="color: #272727">**base_bump_type**</span><span style="color: #272727"> – The type of the map: (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)</span>
- <span style="color: #272727">**flake_color**</span><span style="color: #272727"> – Specifies the color or map of the metal flakes. </span>
- <span style="color: #272727">**flake_random_color**</span><span style="color: #272727"> – Sets colors from the specified map (e.g. File or Ramp) to the flakes in a random pattern. Only the bottom row on u-axis of the map is sampled for colors.</span>
- <span style="color: #272727">**flake_orientation **</span><span style="color: #272727">– Specifies the orientation value or map of the metal flakes. The orientation of the flakes is relative to the surface normal. When set to 0.0, all flakes are perfectly aligned with the surface. When set to 1.0, the flakes are rotated completely randomly with respect to the normal. Values above 0.5 are not recommended, as they can produce artifacts.</span>
- <span style="color: #272727">**flake_orientation_tail**</span><span style="color: #272727"> – Controls the transition from highlighted areas to non-highlighted areas.</span>
- <span style="color: #272727">**flake_glossiness**</span><span style="color: #272727"> – Specifies the reflection glossiness value of the flakes.</span>
- <span style="color: #272727">**flake_density**</span><span style="color: #272727"> – Specifies the density (number of flakes) for a certain area. Lower values produce less flakes, and higher values produce more flakes. Set this to  0.0 to produce a material without flakes.</span>
- <span style="color: #272727">**flake_scale**</span><span style="color: #272727"> – Scales the entire flake structure.</span>
- <span style="color: #272727">**flake_scale_triplanar**</span><span style="color: #272727"> – Active only when </span><span style="color: #272727">**Mapping Type**</span><span style="color: #272727"> is set to </span><span style="color: #272727">**Triplanar**</span><span style="color: #272727">. Scales the entire flake structure.</span>
- <span style="color: #272727">**flake_size**</span><span style="color: #272727"> – Specifies the size of the flakes relative to the distance between them. Higher values produce bigger flakes, and lower values produce smaller flakes.</span><span style="color: #272727">* *</span>
- <span style="color: #272727">**flake_map_size**</span><span style="color: #272727">* – *</span><span style="color: #272727">Internally, the material creates several bitmaps to store the generated flakes. This parameter determines the size of the bitmaps. Lower values reduce RAM usage but may produce noticeable tiling in the flake structure. Higher values require more RAM, but tiling is reduced. </span>
- <span style="color: #272727">**flake_seed**</span><span style="color: #272727"> – Specifies a random seed for the flakes. Changing this value produces different flake patterns.</span>
- <span style="color: #272727">**flake_uvwgen**</span><span style="color: #272727"> – Allows connecting a texture placement node. </span><span style="color: #272727">*This parameter is inactive with V-Ray GPU engine.*</span>
- <span style="color: #272727">**mapping_type**</span><span style="color: #272727"> – Specifies the method for mapping the flakes. The possible values are 0 - explicit mapping channel, 1 - triplanar projection in object spaceл</span>
- <span style="color: #272727">**mapping_channel **</span><span style="color: #272727">– The flakes are mapped using the specified channel (when mapping_type is 0).</span>
- <span style="color: #272727">**flake_traceReflections**</span><span style="color: #272727"> – Toggles reflections for the flake layer. </span><span style="color: #272727">*This parameter is inactive with V-Ray GPU engine.*</span>
- <span style="color: #272727">**flake_bin_subdivs**</span><span style="color: #272727"> – Square root of the total number bins used for flakes filtering. </span>
- <span style="color: #272727">**coat_color **</span><span style="color: #272727">– Specifies the color or map of the coat layer.</span>
- <span style="color: #272727">**coat_amount **</span><span style="color: #272727">– Specifies the thickness amount of the coat layer. A value of 0 does not add a coat layer, while higher values blend the coat gradually.</span>
- <span style="color: #272727">**coat_ior **</span><span style="color: #272727">– Specifies the Index of Refraction for the coat layer.</span>
- <span style="color: #272727">**coat_glossiness**</span><span style="color: #272727"> – Specifies the glossiness value or map of the coat reflections.</span>
- <span style="color: #272727">**coat_traceReflections **</span><span style="color: #272727">– When disabled, the clear coat will only produce specular highlights but no actual reflections.</span>
- <span style="color: #272727">**coat_bump_float **</span><span style="color: #272727">– Specifies a coat texture for the bump.</span>
- <span style="color: #272727">**coat_bump_color**</span><span style="color: #272727"> – Specifies a coat color texture for the bump.</span>
- <span style="color: #272727">**coat_bump_amount **</span><span style="color: #272727">– Specifies a multiplier for the bump or normal map. This parameter is inactive with V-Ray GPU engine.</span>
- <span style="color: #272727">**coat_bump_type**</span><span style="color: #272727"> – Choose between the following types of Normal Maps and Bump map: 0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal</span>
- <span style="color: #272727">**The following options are inactive with V-Ray GPU engine.**</span>
- <span style="color: #272727">**traceReflections**</span><span style="color: #272727"> – Global switch to toggle reflections for all layers.</span>
- <span style="color: #272727">**trace_depth**</span><span style="color: #272727"> – Specifies the number of times a ray can be reflected.</span>
- <span style="color: #272727">**doubleSided **</span><span style="color: #272727">– When enabled, it makes the material double-sided.</span>
- <span style="color: #272727">**cutoff_threshold **</span><span style="color: #272727">– Cutoff threshold for the reflections of the different layers. </span>
- <span style="color: #272727">**use_environment_override **</span><span style="color: #272727">– When true, uses the environment override texture. </span>
- <span style="color: #272727">**environment_override **</span><span style="color: #272727">– Specifies the environment override texture. </span>
- <span style="color: #272727">**environment_priority **</span><span style="color: #272727">– Environment override priority (used when several materials override it along a ray path).</span>
- <span style="color: #272727">**lpe_label **</span><span style="color: #272727">– Light path expressions material label which can be used to identify the material. </span>


### Example: Flake Orientation

This set of images demonstrates the effect of the Flake orientation parameter. Note how lower values produce flakes more aligned with the surface normal, so that light is reflected more uniformly. Higher values produce more random flakes leading to more variation in the flake illumination.

---

### Example: Flake Density


This set of images shows the effect of the Flake density parameter. Note how larger values produce more flakes, but do not change the flake size. For this example, Flake Scale is set to 0.110 and Flake Size is set to 0.400. 

---

### Example: Flake Scale


This set of images demonstrates the effect of the Flake scale parameter. Note how lower values scale the entire flake structure. For this example, Flake Density is set to 5 and Flake Size is set to 0.4.


---

### Example: Flake Size


This set of images shows the effect of the Flake size parameter. Note how larger values make the individual flakes larger, but do not change their count. Flake Scale is set to 1, the default value.

## **V-Ray Light Material**

---

### Parameters

- **color** - The self-illumination color
- **colorMultiplier** - A multiplier for the Light Color.
- **transparency** - Transparency texture of the BRDF.
- **doubleSided** - If false, the light color is black for back-facing surfaces.
- **emitOnBackSide** - When enabled, makes the object emit light from its back side as well. If this is off, the material is rendered as black on the back sides.
- **channels** - Render channels, the result of this BRDF will be written to.
- **compensateExposure** - Compensates camera exposure.
- **multiplyByOpacity** - When enabled, the color of the light brdf is multiplied by the brdf's opacity (inverse of the brdf's transparency).
- **affect_gi** – When enabled, light emission affects GI rays and illuminates them.
- **transparency_invert** – Inverts transparency (transparency is opacity).

### Examples

---

<details>
<summary>Python</summary>

```python
# Load scene from a file.
renderer.load(os.path.join(SCENE_PATH, 'material.vrscene'))

# Create a new BRDFLight
newBRDF = renderer.classes.BRDFLight()
# We specify solid red color
newBRDF.color = vray.AColor(1.0, 0.0, 0.0)
 
newMaterial = renderer.classes.MtlSingleBRDF()
newMaterial.brdf = newBRDF
 
newNode = renderer.classes.Node()
newNode.material = newMaterial
newNode.geometry = renderer.plugins['CubeShape@mesh2']
newNode.transform = vray.Transform(vray.Matrix(1), vray.Vector(-15, 0, 0))
```
</details>

<details>
<summary>C++</summary>

```c++
// Load scene from a file.
renderer.load("material.vrscene");

// Create a new BRDFLight
BRDFLight newBRDF = renderer.newPlugin<BRDFLight>();
// We specify solid red color
newBRDF.set_color(AColor(1, 0, 0));

MtlSingleBRDF newMaterial = renderer.newPlugin<MtlSingleBRDF>();
newMaterial.set_brdf(newBRDF);

Node newNode = renderer.newPlugin<Node>();
newNode.set_material(newMaterial);
newNode.set_geometry(renderer.getPlugin("CubeShape@mesh2"));
newNode.set_transform(Transform(Matrix(1), Vector(-15, 0, 0)));
```
</details>

<details>
<summary>C#.NET</summary>

```csharp
// Load scene from a file.
renderer.Load("material.vrscene");

// Create a new BRDFLight
BRDFLight newBRDF = renderer.NewPlugin<BRDFLight>();
// We specify solid red color
newBRDF.Color = new AColor(1, 0, 0);

MtlSingleBRDF newMaterial = renderer.NewPlugin<MtlSingleBRDF>();
newMaterial.Brdf = newBRDF;

Node newNode = renderer.NewPlugin<Node>();
newNode.Material = newMaterial;
newNode.Geometry = renderer.GetPlugin("CubeShape@mesh2");
newNode.Transform = new Transform(new Matrix(1), new Vector(-15, 0, 0));
```
</details>

<details>
<summary>Node.js</summary>

```javascript
// Load scene from a file synchronously.
renderer.loadSync("material.vrscene");

// Create a new BRDFLight
var newBRDF = new renderer.classes.BRDFLight();
// We specify diffuse red color
newBRDF.color = new vray.AColor(1.0, 0.0, 0.0);

var newMaterial = new renderer.classes.MtlSingleBRDF();
newMaterial.brdf = newBRDF;

var newNode = renderer.classes.Node();
newNode.material = newMaterial;
newNode.geometry = renderer.plugins["CubeShape@mesh2"];
newNode.transform = vray.Transform(vray.Matrix(1), vray.Vector(-15, 0, 0));
```
</details>

## **Fast SSS2 Materials**

---

### **Parameters**

#### General

- **scale** – additionally scales the subsurface scattering radius. Normally, BRDFSSS2 will take the scene units into account when calculating the subsurface scattering effect. However, if the scene was not modeled to scale, this parameter can be used to adjust the effect. It can also be used to modify the effect of the presets, which reset the Scatter radius parameter when loaded, but leave the Scale parameter unchanged. For more information, see the Scale example below.
- **ior** – the index of refraction for the material. Most water-based materials, like skin, have an index of refraction of about 1.3.

#### Diffuse and Sub-Surface Scattering Layers Parameters

- **overall_color** – controls the overall coloration for the material. This color serves as a filter for both the diffuse and the sub-surface component.
- **diffuse_color** – the color of the diffuse portion of the material.
- **diffuse_amount** – the amount for the diffuse component of the material. Note that this value in fact blends between the diffuse and sub-surface layers. When set to 0.0, the material does not have a diffuse component. When set to 1.0, the material has only a diffuse component, without a sub-surface layer. The diffuse layer can be used to simulate dust etc. on the surface.
- **sub_surface_color** – the general color for the sub-surface portion of the material. For more information, see the Sub Surface Color example below.
- **scatter_color** – the internal scattering color for the material. Brighter colors cause the material to scatter more light and to appear more translucent; darker colors cause the material to look more diffuse-like.
- **scatter_radius** – controls the amount of light scattering in the material. Smaller values cause the material to scatter less light and to appear more diffuse-like; higher values make the material more translucent. Note that this value is specified always in centimeters (cm); the material will automatically take care to convert it into scene units based on the currently selected system units.
- **phase_function** – a value between -1.0 and 1.0 that determines the general way light scatters inside the material. Its effect can be somewhat likened to the difference between diffuse and glossy reflections from a surface, however the phase function controls the reflection and transmittance of a volume. A value of 0.0 means that light scatters uniformly in all directions (isotropic scattering); positive values mean that light scatters predominantly forward in the same direction as it comes from; negative values mean that light scatters mostly backward. Most water-based materials (e.g. skin, milk) exhibit strong forward scattering, while hard materials like marble exhibit backward scattering. This parameter affects most strongly the single scattering component of the material. Positive values reduce the visible effect of single scattering component, while negative values make the single scattering component generally more prominent.

#### Specular Layer Parameters

- **specular_color** – determines the specular color for the material.
- **specular_amount** – determines the specular amount for the material. Note that there is an automatic Fresnel falloff applied to the specular component, based on the IOR of the material.
- **specular_glossiness** – determines the glossiness (highlights shape). A value of 1.0 produces sharp reflections, lower values produce more blurred reflections and highlights.
- **specular_subdivs** – determines the number of samples that will be used to calculate glossy reflections. Lower values render faster, but may produce noise in the glossy reflections. Higher values reduce the noise, but may be slower to calculate.
- **cutoff_threshold** – this is a threshold below which reflections will not be traced. V-Ray tries to estimate the contribution of reflections to the image, and if it is below this threshold, these effects are not computed. Do not set this to 0.0 as it may cause excessively long render times in some cases.
- **trace_reflections** – enables the calculations of glossy reflections. When off, only highlights will be calculated.
- **reflection_depth** – the number of reflection bounces for the material.

#### Multiple Scattering Options

- **geometry_based_sampling** – this parameter controls the method used to calculate the subsurface scattering effect.
  - **Raytraced (0)** – true raytracing inside the volume of the geometry is used to get the subsurface scattering effect. This method is physically accurate and produces the best results.
  - **Prepass-based illumination map (1)** – this method uses an approach similar to the irradiance map to approximate the sub-surface scattering effect. It requires a prepass and the quality of the final result depends on the Prepass rate parameter
  - **Object-based illumination map (2)** – this method is similar to the Prepass-based illumination map in that it also creates an illumination map used to approximate the final result. The only difference is the method used for sample placement. Rather than using the resolution of the image as a guide the samples are placed based on the surface area of the geometry. When this mode is used the final quality depends on the Samples per Unit Area parameter.
  - **None (3)** - diffuse approximation

*Note:* The prepass rate mode shouldn't be used. Instead it's adviced to use raytraced multiple scattering.

- **prepass_rate** – BRDFSSS2 accelerates the calculation of multiple scattering by precomputing the lighting at different points on the surface of the object and storing them in a structure called an illumination map , which is similar to the irradiance map used to approximate global illumination, and uses the same prepass mechanism built into V-Ray that is also used for e.g. interpolated glossy reflections/refractions. This parameter determines the resolution at which surface lighting is computed during the prepass phase. A value of 0 means that the prepass will be at the final image resolution; a value of -1 means half the image resolution, and so on. For high quality renders it is recommended to set this to 0 or higher, as lower values may cause artifacts or flickering in animations. If the chosen prepass rate is not sufficient to approximate the multiple scattering effect adequately, BRDFSSS2 will replace it with a simple diffuse term. This can happen, for example, for objects that are very far away from the camera, or if the subsurface scattering effect is very small. This simplification is controlled by the Prepass blur parameter.
- **prepass_id** – This option allows several BRDFSSS2 materials to share the same illumination map. This could be useful if you have different BRDFSSS2 materials applied on the same object. If the Prepass ID is 0, then the material will compute its own local illumination map. If this is greater than 0, then all materials with the specified ID will share the same map.
- **auto_density** – when enabled V-Ray will automatically choose an appropriate value for the Samples per unit Area parameter
- **samples_per_unit_area** – this parameter is available when the Multiple Scattering is set to Object-based illumination map. It controls the resolution of the illumination map by setting a number of samples for each square unit of surface. Higher values make V-Ray take more samples and produce a better result.
- **surface_offset** – to prevent artifacts each sample is taken a tiny distance away from the actual surface in the direction of the normal. This parameter controls that offset.
- **prepass_mode** – this parameter is similar to the Mode parameter of the irradiance map and controls the way V-Ray handles the illumination map for the subsurface scattering
  - **new map every frame (0)** – a new map will be calculated for every frame of the animation and then discarded after rendering
  - **save every frame (1)** – a new map will be calculated and saved on the hard drive for every frame of the animation
  - **load map every frame (2)** – V-Ray will look for and load a previously saved illumination map for each frame of the animation
  - **save/load fly through map (3)** – V-Ray will create/load a single illumination map for all frames of the animation when only the camera is moving
- **prepass_fileName** – specifies a file name for the illumination map to be saved or loaded from.
- **preview_samples** – when this option is enabled V-Ray renders an image that displays the samples distribution along the surface of the geometry. It can be used for debugging artifacts much like the show samples parameter of the Irradiance Map.
- **max_distance** – each preview sample is represented by a circle in the final image. This parameter allows the user to specify the radius of the sample.
- **background_color** – this is the color of the geometry where there are no preview samples present.
- **samples_color** – the color of the preview samples.

#### Options

- **single_scatter** – controls how the single scattering component is calculated:
  - **None (0)** – no single scattering component is calculated.
  - **Simple (1)** – the single scattering component is approximated from the surface lighting. This option is useful for relatively opaque materials like skin, where light penetration is normally limited.
  - **Raytraced (solid) (2)** – the single scattering component is accurately calculated by sampling the volume inside the object. Only the volume is raytraced; no refraction rays on the other side of the object are traced. This is useful for highly translucent materials like marble or milk, which at the same time are relatively opaque.
  - **Raytraced (refractive) (3)** – similar to the Raytraced (solid) mode, but in addition refraction rays are traced. This option is useful for transparent materials like water or glass. In this mode, the material will also produce transparent shadows.
- **subdivs** – determines the number of samples to make when evaluating the single scattering component when the Single scatter mode is set to Raytraced (solid) or Raytraced (refractive) .
- **refraction_depth** – this determines the depth of refraction rays when the Single scatter parameter is set to Raytraced (refractive) mode.
- **front_scatter** – enables the multiple scattering component for light that falls on the same side of the object as the camera.
- **back_scatter** – enables the multiple scattering component for light that falls on the opposite side of the object as the camera. If the material is relatively opaque, turning this off will speed up the rendering.
- **scatter_gi** – controls whether the material will accurately scatter global illumination. When off, the global illumination is calculated using a simple diffuse approximation on top of the sub-surface scattering. When on, the global illumination is included as part of the surface illumination map for multiple scattering. This is more accurate, especially for highly translucent materials, but may slow down the rendering quite a bit.
- **prepass_blur** – controls if the material will use a simplified diffuse version of the multiple scattering when the prepass rate for the direct lighting map is too low to adequately approximate it. A value of 0.0 will cause the material to always use the illumination map. However, for objects that are far away from the camera, this may lead to artifacts or flickering in animations. Larger values control the minimum required samples from the illumination map in order to use it for approximating multiple scattering.
- **interpolation_accuracy** – this parameter controls the quality of the approximation of the multiple scattering effect when the type is Prepass-based illumination map or Object-based illumination map. Larger values produce more accurate results but are slower to render. Lower values render faster, but too low values may produce blocky artifacts on the surface.


### **Example: Scatter Radius and Scale**

** **

This example shows the effect of the Scatter radius and Scale parameters. Note how increasing them allows the inside (Scatter coefficient) color to show up more and leads to a softer look.

---

### **Example: Sub-Surface Color**


This example and the next demonstrate the effect of and the relation between the **Scatter color** and the **Sub-surface color** parameters. Note how changing the Sub-surface color changes the overall appearance of the material, whereas changing the Scatter color only modifies the internal scattering component. The **Scatter color** is set to beige.

---

### **Example: Scatter Color**

The **Sub-surface color** is white.

---

### **Example: Phase Function**

** **

This example shows the effect of the Phase function parameter. This parameter can be likened to the difference between diffuse reflection and glossy reflection on a surface. However, it controls the reflectance and transmittance of a volume. Its effect is quite subtle, and mainly related to the single scattering component of the material.

---

### **Example: Phase Function: Light Source**

** **

This example demonstrates the effect of the **Phase function** parameter when there is a light source inside the volume. The material uses Color mode: **Scatter coefficient and fog color**, large **Scatter radius** and **Single scatter: Raytraced (Refractive)**.


---

### **Example: Single Scatter Mode**

** **

This example shows the effect of the **Single scatter** mode parameter.

For relatively opaque materials, the different Single scatter modes produce quite similar results (except for render times). In the following set of images, the **Scatter radius** is set to 1.0 cm.

In the second set of images, the **Scatter radius** is set to 50.0 cm. In this case, the material is quite transparent, and the difference between the different Single scatter modes is apparent. Note also the transparent shadows with the Raytraced (refractive) mode.


## **Stochastic flakes**

---

### **Parameters**

#### Basic

- **enable_flakes** – When enabled, the material simulates flakes scattered on the surface of the object. When disabled, the material simply renders the specified brdf type with the specified glossiness. For more details, please see the Enable Flakes example below.
- **num_flakes** – The number of flakes in the unit texture square. The number of flakes is restricted to 231. If you need more flakes than that, you can increase the flake scale parameter. For more details, please see the Number of Flakes example below.
- **hilight_glossiness** – Controls the distribution of the flakes. Values close to 1.0 will make all flakes oriented along the surface, whereas lower values will randomize the normals of the flakes. For more details, please see the Highlight Glossiness example below.
- **mtl_hilight_glossiness** – Allows the highlight glossiness to be controlled with a map.
- **blur_angle** – Controls the "softening" of the flakes effect. Higher values produce softer results while smaller values make the flakes sharper. Usually, value between 0.5 and 8 are used.
- **subdivs** – Controls the number of samples to use when calculating reflections.
- **reflect_filter** – Specifies the reflection color of the flakes.
- **reflect_map** – Allows the reflection color to be controlled with a map.
- **mapping_type** – Specifies the way the flakes are scattered on the surface:
  - **Explicit UVW channel (0)** – the flakes are mapped according to the specified mapping channel. The density of the flakes on the surface depends on the way the UVs follow the surface.
  - **Triplanar from Object XYZ (1)** – the material will use a triplanar mapping to create the flakes. This mode is useful for objects that don't have suitable UV mapping.
- **map_channel** – Specifies which map channel to use, when mapping type is set to Explicit UVW channel.
- **flake_scale** – Allows to scale the flakes in texture space. For mapping type Explicit UVW channel scale 1.0 is recommended. For Triplanar from Object XYZ mapping, num flakes number of flakes are distributed in each square unit in local object coordinates. In this case it is necessary to lower flake scale (0.05, 0.01 or less) and increase num flakes, depending on the object size, especially if square artefacts are observed.
- **brdf_type** – Specifies the BRDF that is used to guide the distribution of the flakes:
  - **Beckmann (0)** – Uses a Beckmann distribution for the flakes.
  - **GGX (1)** – Uses GGX distribution for the flakes. The GGX distribution has a longer "tail" compared to Beckmann.
- **seed** – Sets the random seed for the flakes. Changing this produces different flake patterns.

#### Colored Flakes Parameters

- **colored_flakes_option** – Enables flakes to have color.
  - **Off (0)** – No variance to the specified color for the flakes is applied.
  - **Random hue (1)** – Enables randomized hue for the flakes.
  - **Random from map (2)** – Enables randomized hue for the flakes based on a map. Note: Only the bottom line of pixels of the map will be used.
- **saturation** – Determines the variance in color strength used for the flake colors when Random hue is enabled.
- **lightness** – Controls the brightness variation for the flake colors when Random hue is enabled.
- **random_color_map** – Uses the specified color (or a map if linked to this node in Schematic) when Random from Map is enabled.
- **white_average** – Renders colored flakes without the darkening effect. Note that this is not physically correct.

#### Advanced

- **blend_min** – Specifies the number of flakes per pixel below which the flakes are computed. When the number of flakes per pixel is above this value, the material gradually transitions into a smooth (non-discrete) BRDF.
- **blend_max** – Specifies the number of flakes per pixel above which the material will only compute the smooth (non-discrete) BRDF. If the number of flakes per pixel is below this value, the material gradually transitions into discrete flakes.


#### Enable Flakes

![image](media://eaac6e11-e00d-492c-a060-676976661bdb)

#### Number of Flakes

![image](media://0a173d80-83f4-4aec-be23-15ed3e25f8bb)

#### Highlight Glossiness

![image](media://eded05b8-3103-4149-a2a2-73bf98d41296)

#### Blur Angle

![image](media://1b4d7282-dd79-4a79-9934-c6ee0e358e18)


## **Hair Next Material**

---

### General parameters, Glint, Randomization

---

- **melanin **– T<span style="color: #272727">he pigmentation component that gives the hair strand its main color. The higher the value assigned, the higher the concentration of melanin and the darker the hair strands are.</span>
- <span style="color: #272727">**pheomelanin **</span><span style="color: #272727">– The redness (pheomelanin content) of the hair strand as fraction of all melanin. 1.0 makes the hair redder. </span><span style="color: #000000">The ratio of melanin to pheomelanin determines how red the hair is. The pheomelanin amount will have no effect if the melanin is set to 0.</span>
- <span style="color: #000000">**dye_color **</span><span style="color: #000000">– </span><span style="color: #272727"> Applies a color tint to the hair. For a dyed hair look, set the melanin to 0, otherwise the melanin will darken the dye color and pheomelanin will introduce redness to it. White means no hair dye. </span>
- <span style="color: #272727">**transparency **</span><span style="color: #272727">– Controls the transparency of the hair. White is fully opaque, while black is fully transparent.</span>
- <span style="color: #272727">**diffuse_color **</span><span style="color: #272727">– Controls the diffuse component of the shader. Use this for materials made out of cloth threads or other non-translucent fibers, as well as for dirty hair. </span>
- <span style="color: #272727">**diffuse_amount **</span><span style="color: #272727">– Specifies the amount for the diffuse component of the material.</span>
- <span style="color: #272727">**glossiness **</span><span style="color: #272727">– Controls the glossiness along the hair strand. It primarily controls the width of the highlight, essentially how shiny the hair appears.</span>
- <span style="color: #272727">**primary_glossiness_boost **</span><span style="color: #272727">– Additional scaling factor to boost the primary reflection glossiness. This can be useful for reproducing the effect of shiny coating on rough looking fur.</span>
- <span style="color: #272727">**softness **</span><span style="color: #272727">– Controls the overall softness of the hair by how much the highlights are wrapped around the individual hair strands. </span><span style="color: #000000">Higher values make the highlights wrap almost completely around the strands giving the hair a smoother look, while lower values make it look crisper.</span>
- <span style="color: #000000">**highlight_shift **</span><span style="color: #000000">– </span><span style="color: #272727"> Shifts the highlights along the hair strand. Positive values shift the highlight away from the root of the hair, while negative values move the highlight closer to the root. Values in the range 2-4 are typical for human hair.</span>
- <span style="color: #272727">**ior **</span><span style="color: #272727">–  Hair index of refration. The typical value for human hair is 1.55. The higher the value, the more reflective the hair strands.</span>
- <span style="color: #272727">**glint_strength **</span><span style="color: #272727">– Controls the strength of the colored highlights across and along the strand.</span>
- <span style="color: #272727">**glint_variation **</span><span style="color: #272727">– Adds a random glint variation along the strand. It affects the glint strength and orientation; the original secondary highlight strength and orientation; the softness, glossiness and highlight shift.</span>
- <span style="color: #272727">**glitter_strength **</span><span style="color: #272727">– Controls the glitter strength. Glitter is the </span><span style="color: #172b4d">additional more focused colorless highlight, which is randomly scattered along the strand. It is more pronounced with hard lighting produced by small or collimated light sources.</span>
- <span style="color: #172b4d">**glitter_size **</span><span style="color: #172b4d">– This parameter controls the size of the randomization pattern applied. Increasing the value increases the size of the pattern.</span>
- <span style="color: #172b4d">**glint_scale **</span><span style="color: #172b4d">– Internally, the variation along the strand is set in real world units. This parameter allows correction of the appearance of hair not modeled in real world scale. Values below 1.0 shrink the variation pattern, while values above 1.0 elongate it.</span>
- <span style="color: #172b4d">**random_melanin**</span><span style="color: #172b4d"> – </span><span style="color: #272727">Adds variation to the amount of melanin in each hair strand.</span>
- <span style="color: #272727">**random_dye_hue**</span><span style="color: #272727"> – Adds variation to the hue component of the dye color. This makes each strand appear with a different dye color. This parameter has no effect, when the dye color is not used, i.e. when the dye color is pure white.</span>
- <span style="color: #272727">**random_dye_saturation**</span><span style="color: #272727"> – Randomizes the saturation of the dye color between hair strands. This makes each strand appear with a more or less saturated dye color. This parameter has no effect, when the dye color is not used, i.e. when the dye color is pure white.</span>
- <span style="color: #272727">**random_dye_value**</span><span style="color: #272727"> – Adds variation to the value component of the dye color. This makes each strand appear with a brighter or darker dye color. This parameter has no effect, when the dye color is not used, i.e. when the dye color is pure white.</span>
- <span style="color: #272727">**gray_hair_density **</span><span style="color: #272727">– Adds variation to the number of gray hair strands. You can also assign a texture map to this parameter to specify areas where the density is higher.</span>
- <span style="color: #272727">**random_glossiness**</span><span style="color: #272727"> – Randomizes the glossiness of each hair strand.</span>
- <span style="color: #272727">**random_softness**</span><span style="color: #272727"> – Assigns a random value for the softness parameter for each strand. This makes some hair strands appear crisper, while other appear softer.</span>
- <span style="color: #272727">**random_highlight_shift**</span><span style="color: #272727"> – Adds variation to the highlight shift for each strand. This offsets the highlights closer or further away from the root of the hair on a per strand basis.</span>
- <span style="color: #272727">**random_ior**</span><span style="color: #272727"> – Randomizes the ior value for each hair strand. This makes some strands more reflective, and others - less reflective.</span>
- <span style="color: #272727">**random_tangent**</span><span style="color: #272727"> – Adds a random offset to the hair tangent. This makes the hair stands receive light from slightly different directions, which also means that the highlights will be placed in slightly different places for each strand. Note that this parameter is depends on the scene scale.</span>


### Example: Melanin


The pigmentation component that gives the hair strand its main color. The higher the value assigned, the higher the concentration of melanin, the darker the hair strands are. In the example below, pheomelanin is set to 0.



### Example: P**heomelanin** 


The redness (pheomelanin content) of the hair strand as fraction of all melanin. 1.0 makes the hair redder. The ratio of melanin to pheomelanin determines how red your hair is. The pheomelanin amount will have no effect if melanin is set to 0. In the example below, melanin is set to 0.4.


### Example: Dye color


Applies a color tint to the hair. For a dyed hair look, set the melanin to 0, otherwise the melanin will darken the dye color and pheomelanin will introduce redness to it. White means no hair dye. In the example below, the Dye color is set to pink (H=0,S=250,V=104) and the hue value is adjusted. Melanin is set to 0.4.




### Example: Softness


Controls the overall softness of the hair by how much the highlights are wrapped around the individual hair strands. Higher values make the highlights wrap almost completely around the strands giving the hair a smoother look, while lower values make it look crisper. In the example below, the effect is also shown on a single hair strand. Melanin is set to 0.4.




### Example: Highlight shift


Shifts the highlights along the hair strand. Positive values shift the highlight away from the root of the hair, while negative values move the highlight closer to the root. In the example below, melanin is set to 0.6.



### Example: IOR


Hair index of refration. The typical value for human hair is 1.55. The higher the value, the more reflective the hair strands. In the example below, melanin is set to 0.6.


Highlight shift = 11


### Example: Glint Strength


Controls the strength of the highlights along and across the hair strand. All other parameters are set to their default values.


### Example: Glint Variation


The Glint Variation randomizes the glint effect along the strand. All other parameters are set to their default values.

Glint Strength = 1.0


### Tint and Advanced Parameters

---

- primary_tint – <span style="color: #272727">The color tint for the primary component. Corresponds to the light reflected off of the outer surface of a hair strand. </span>
- <span style="color: #272727">secondary_tint – The color tint for the secondary component. Corresponds to the light piercing through and reflecting off of the back surface of a hair strand.</span>
- <span style="color: #272727">transmission_tint – The color tint for the transmission component. Corresponds to the light going through the hair strands.</span>
- <span style="color: #272727">trace_depth – The number of indirect bounces used to compute the effect of the multiple scattering. It can significantly affect the hair appearance, especially for light colored hairs. The number of bounces necessary can vary from 5 for dark colored hairs, to 30 and more for light colored ones.</span>
- <span style="color: #272727">subdivs – </span>
- <span style="color: #272727">compensate_energy – When enabled, it improves the render realism of white or bright colored hair or fur.</span>


### Example: Primary tint


The color tint for the primary component. Corresponds to the light reflected off of the outer surface of a hair strand. In the example below the Primary tint color is set to pink (H=0,S=172,V=132) and we adjust the hue value and the melanin to 0.6.


### Example: Compensate Energy


This example shows the difference when Compensate energy option is disabled and enabled.


## **Toon Material**

---

### Opacity and Reflect Parameters

- **opacity_source **– Choose between grayscale (0) or colored (1) opacity.
- **opacity **– <span style="color: #272727">Assigns opacity to the material where white is completely opaque and black is completely transparent. You can also assign a map by clicking the check board button. This way you can create a material that has a non-uniform opacity.</span>
- **opacity_mode **– Controls how the opacity map works.
  **Normal** **(0)** – The opacity map is evaluated as normal: the surface lighting is computed and the ray is continued for the transparent effect. The opacity texture is filtered as normal.  
**Clip (1) **– The surface is shaded as either fully opaque or fully transparent depending on the value of the opacity map (i.e. without any randomness). This mode also disables the filtering of the opacity texture. This is the fastest mode, but it might increase flickering when rendering animations.** **  
**Stochastic (2)** – The surface is randomly shaded as either fully opaque or fully transparent so that on average it appears to be with the correct transparency. This mode reduces lighting calculations but might introduce some noise in areas where the opacity map has gray-scale values. The opacity texture is still filtered as normal.
- **diffuse **– <span style="color: #272727">Base texture blended with the color from the diffuse ramp.</span>
- <span style="color: #272727">**roughness **</span><span style="color: #272727">– Used to simulate rough surfaces or surfaces covered with dust (for example, skin, or the surface of the Moon).</span>
- <span style="color: #272727">**roughness_model **</span><span style="color: #272727">– The roughness model. 0 - Gamma-based; 1 - Oren-Nayar. </span>
- <span style="color: #272727">**self_illumination **</span><span style="color: #272727">– The self-illumination color of the material. A texture map can be used for the self-illumination color by clicking on the check board box next to the color slider.</span>
- <span style="color: #272727">**self_illumination_gi **</span><span style="color: #272727">– When enabled, the self-illumination affects global illumination rays and allows the surface to cast light on nearby objects. Note, however, that it may be more efficient to use area lights or Light material for this effect.</span>
- <span style="color: #272727">**compensate_camera_exposure **</span><span style="color: #272727">– When enabled, the intensity of the Self-Illumination will be adjusted to compensate the exposure correction from the VRayPhysicalCamera.</span>
- <span style="color: #272727">**brdf_type **</span><span style="color: #272727">– The BRDF type (0 - Phong, 1 - Blinn, 2 - Ward, 3 - VRay (deprecated, do not use), 4 - GGX).</span>
- <span style="color: #272727">**reflect **</span><span style="color: #272727">– The reflection color dims the diffuse surface color.</span>
- <span style="color: #272727">**reflect_glossiness **</span><span style="color: #272727">– Controls the sharpness of reflections. A value of 1.0 means perfect mirror-like reflection; lower values produce blurry or glossy reflections.</span>
- <span style="color: #272727">**hilight_glossiness **</span><span style="color: #272727">– Controls the glossiness of the highlights.</span>
- <span style="color: #272727">**hilight_glossiness_lock **</span><span style="color: #272727">– True to use the reflection glossiness also for hilights (hilight_glossiness is ignored).</span>
- <span style="color: #272727">**gtr_gamma **</span><span style="color: #272727">– Specifies how much to increase/decrease the tail of the glossy highlight when using GGX reflection model.</span>
- <span style="color: #272727">fresnel – When enabled, makes the reflection strength dependent on the viewing angle of the surface. Some materials in nature (glass, etc.) reflect light in this manner. Note that the Fresnel effect depends on the index of refraction as well.</span>
- <span style="color: #272727">**fresnel_ior **</span><span style="color: #272727">– The IOR to use when calculating Fresnel reflections.</span>
- <span style="color: #272727">**fresnel_ior_lock **</span><span style="color: #272727">– Allows the user to unlock the Fresnel IOR parameter for finer control over the reflections.</span>
- <span style="color: #272727">**metalness **</span><span style="color: #272727">– When set to 0.0, the material uses dielectric reflections, and when it is 1.0, metallic reflections are used.</span>
- <span style="color: #272727">**gtr_energy_compensation **</span><span style="color: #272727">– 0: No GTR energy compensation, 1: GTR energy compensation with color sharpening, 2: GTR energy compensation without color sharpening.</span>
- <span style="color: #272727">**reflect_subdivs **</span><span style="color: #272727">– Subdivs for glossy reflectons.</span>
- <span style="color: #272727">**reflect_trace **</span><span style="color: #272727">– True to trace reflections and false to only do highlights.</span>
- <span style="color: #272727">**reflect_depth **</span><span style="color: #272727">– The number of times a ray can be reflected. Scenes with lots of reflective and refractive surfaces may require higher values to look correct.</span>
- <span style="color: #272727">**reflect_exit_color **</span><span style="color: #272727">– The color to use when the maximum depth is reached.</span>
- <span style="color: #272727">**hilight_soften **</span><span style="color: #272727">– How much to soften hilights and reflections at grazing light angles.</span>
- <span style="color: #272727">**reflect_dim_distance_on **</span><span style="color: #272727">– Enables the </span><span style="color: #272727">**Dim distance**</span><span style="color: #272727"> parameter which allows you to stop tracing reflection rays after a certain distance.</span>
- <span style="color: #272727">**reflect_dim_distance **</span><span style="color: #272727">– Specifies a distance after which the reflection rays will not be traced.</span>
- <span style="color: #272727">**reflect_dim_distance_falloff **</span><span style="color: #272727">– A fall off radius for the dim distance.</span>
- <span style="color: #272727">**reflect_affect_alpha **</span><span style="color: #272727">– Determines how reflections affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated.</span>
- <span style="color: #272727">**anisotropy **</span><span style="color: #272727">– The anisotropy for glossy reflections, from -1 to 1 (0.0 is isotropic reflections).</span>
- <span style="color: #272727">**anisotropy_rotation **</span><span style="color: #272727">– The rotation of the anisotropy axes, from 0.0 to 1.0.</span>
- <span style="color: #272727">**anisotropy_derivation **</span><span style="color: #272727">– What method to use for deriving anisotropy axes (0 - local object axis; 1 - a specified uvw generator).</span>
- <span style="color: #272727">**anisotropy_axis **</span><span style="color: #272727">– Which local object axis to use when anisotropy_derivation is 0. (0 - X; 1 - Y; 2 - Z).</span>
- <span style="color: #272727">**anisotropy_uvwgen **</span><span style="color: #272727">– The uvw generator to use for anisotropy when anisotropy_derivation is 1.</span>
- <span style="color: #272727">**new_gtr_anisotropy **</span><span style="color: #272727">– If true, the new phisically correct GTR anisotropy is used. Otherwise, the old anisotropy that applies to all brdf types is used.</span>
- <span style="color: #272727">**thin_film_on **</span><span style="color: #272727">– True to enable thin film reflections.</span>
- <span style="color: #272727">**thin_film_thickness_min**</span><span style="color: #272727"> – The minimum thickness of the thin film layer in nanometers.</span>
- <span style="color: #272727">**thin_film_thickness_max **</span><span style="color: #272727">– The maximum thickness of the thin film layer in nanometers.</span>
- <span style="color: #272727">**thin_film_thickness **</span><span style="color: #272727">– The blend between the minimum and maximum thin film thickness.</span>
- <span style="color: #272727">**thin_film_ior **</span><span style="color: #272727">– The index of refraction of the thin film.</span>

### Refract Parameters

- refract – <span style="color: #272727">Refraction color. Note that the actual refraction color depends on the reflection color as well.</span>
- <span style="color: #272727">refract_ior – Index of refraction for the material, which describes the way light bends when crossing the material surface. A value of 1.0 means the light does not change direction. </span>
- <span style="color: #272727">refract_glossiness – Controls the sharpness of refractions. A value of 1.0 means perfect glass-like refraction; lower values produce blurry or glossy refractions.</span>
- <span style="color: #272727">refract_subdivs –  Subdivs for glossy refractions.</span>
- <span style="color: #272727">refract_trace – Enables refractions for the current material.</span>
- <span style="color: #272727">refract_depth – The number of times a ray can be refracted. Scenes with lots of refractive and reflective surfaces may require higher values to look correct.</span>
- <span style="color: #272727">refract_exit_color_on – If false, when the maximum refraction depth is reached, the material is assumed transparent, instead of terminating the ray.</span>
- <span style="color: #272727">refract_exit_color – The color to use when maximum depth is reached when refract_exit_color_on is true.</span>
- <span style="color: #272727">refract_affect_alpha – Determines how refractions affect the alpha channel (0 - opaque alpha; 1 - alpha is taken from refractions; 2 - all channels are propagated.</span>
- <span style="color: #272727">refract_affect_shadows – This parameter causes the material to cast transparent shadows to create a simple caustic effect dependant on the </span><span style="color: #272727">**refraction color**</span><span style="color: #272727"> and the </span><span style="color: #272727">**fog color**</span><span style="color: #272727">. </span>
- <span style="color: #272727">dispersion_on –  Enables the calculation of true light wavelength dispersion.</span>
- <span style="color: #272727">dispersion – Allows the user to increase or decrease the dispersion effect. Lowering it widens the dispersion and vice versa. </span>
- <span style="color: #272727">refract_thin_walled – True to enable thin-walled refractionл</span>
- <span style="color: #272727">fog_color – The attenuation of light as it passes through the material. This option helps simulate the fact that thick objects look less transparent than thin objects. Note that the effect of the fog color depends on the absolute size of the objects and is therefore scene-dependent.</span>
- <span style="color: #272727">fog_color_tex – The absorption (fog) color textureл</span>
- <span style="color: #272727">fog_mult – The strength of the fog effect. Smaller values reduce the effect of the fog, making the material more transparent. Larger values increase the fog effect, making the material more opaque.</span>
- <span style="color: #272727">fog_depth – Multiplier for the scatter radius. Has the inverse effect as fog_mult and is combined with it.</span>
- <span style="color: #272727">fog_bias – Changes the way the fog color is applied. Negative values make the thin parts of the objects more transparent and the thicker parts more opaque and vice-versa (positive numbers make thinner parts more opaque and thicker parts more transparent).</span>
- <span style="color: #272727">fog_unit_scale_on – Enable unit scale multiplication, when calculating absorption. When this is enabled, the fog multiplier is in cm^-1. When this is disabled, the fog multiplier is in scene_units^-1.</span>

### Translucency and Options

- **translucency **– Translucency mode (0 - None; 1 - Hard (wax) model; 2 - Soft (water) model; 3 - Hybrid model; 4 - Volumetric translucency; 5 - Volumetric (water) model; 6 - SSS (wax) model).
- **translucency_color** – <span style="color: #272727">Normally the color of the sub-surface scattering effect depends on the Fog color; this parameter allows you to additionally tint the SSS effect.</span>
- <span style="color: #272727">**translucency_light_mult **</span><span style="color: #272727">– A multiplier for the calculated lighting for the translucency effect.</span>
- <span style="color: #272727">**translucency_scatter_dir **</span><span style="color: #272727">– Controls the direction of scattering for a ray. a value of 0.0 means a ray can only go forward (away from the surface, inside the object); 0.5 means that a ray has an equal chance of going forward or backward; 1.0 means a ray is scattered backward (towards the surface, to the outside of the object).</span>
- <span style="color: #272727">**translucency_scatter_coeff **</span><span style="color: #272727">– The amount of scattering inside the object. 0.0 means rays are scattered in all directions; 1.0 means a ray cannot change its direction inside the sub-surface volume.</span>
- <span style="color: #272727">**translucency_thickness **</span><span style="color: #272727">– Limits the rays that will be traced below the surface. This is useful if you do not want or don't need to trace the whole sub-surface volume.</span>
- <span style="color: #272727">**translucency_amount**</span><span style="color: #272727"> – Translucency amount for volumetric or SSS translucency.</span>
- <span style="color: #272727">**translucency_surfaceLighting**</span><span style="color: #272727"> – Determines how direct illumination is computed for sub-surface scattering. The uniform method spreads light more uniformly inside the material and is faster for skin etc. The directional method tends to propagate more light in the direction from which it illuminates the surface. The directional method requires the 'affect shadows' option to be enabled so that shadows extend below the surface; this method may also produce a faceted look on low-poly objects.</span>
- <span style="color: #272727">**option_double_sided **</span><span style="color: #272727">– </span><span style="color: #202124">When enabled, V-Ray also shades the back-facing surfaces with this material. Otherwise, the lighting on the outer side of the material is always computed. This can be used to achieve a fake translucent effect for thin objects like paper.</span>
- <span style="color: #202124">**option_reflect_on_back**</span><span style="color: #202124"> – </span><span style="color: #272727">When disabled, V-Ray calculates reflections for the front side of objects only. Enable it to make V-Ray calculate the reflections for the back sides of objects too.</span>
- <span style="color: #272727">**option_glossy_rays_as_gi**</span><span style="color: #272727"> – Specifies when to treat GI rays as glossy rays (0 - never; 1 - only for rays that are already GI rays; 2 - always.</span>
- <span style="color: #272727">**option_cutoff**</span><span style="color: #272727"> – A threshold below which reflections/refractions are not traced. V-Ray tries to estimate the contribution of reflections/refractions to the image, and if it is below this threshold, these effects are not computed. Do not set this to 0.0 as it may cause excessively long render times in some cases. </span><span style="color: #272727">*This parameter is not available when the renderer is set to V-Ray GPU.*</span>
- <span style="color: #272727">**option_use_irradiance_map **</span><span style="color: #272727">– When enabled, the irradiance map is used to approximate diffuse indirect illumination for the material. If this is off, Brute Force GI is used, in which case the quality of the Brute Force GI is determined by the </span><span style="color: #272727">**Subdivs**</span><span style="color: #272727"> parameter of the </span><span style="color: #272727">**Irradiance Map**</span><span style="color: #272727">. You can use this for objects in the scene which have small details and are not approximated very well by the </span><span style="color: #272727">**Irradiance Map**</span><span style="color: #272727">.</span>
- <span style="color: #272727">**option_energy_mode **</span><span style="color: #272727">– Energy preservation mode for reflections and refractions (0 - color, 1 - monochrome).</span>
- <span style="color: #272727">**option_fix_dark_edges**</span><span style="color: #272727"> – True to fix dark edges for glossy reflections with low samples; only set this to false for compatibility with older versions.</span>
- <span style="color: #272727">**option_glossy_fresnel**</span><span style="color: #272727"> – True to enable glossy Fresnel.</span>
- <span style="color: #272727">**option_use_roughness**</span><span style="color: #272727"> – True to invert all glossiness values and use roughness instead.</span>
- <span style="color: #272727">use_environment_override – True to use the 'environment override' texture.</span>
- <span style="color: #272727">environment_override – Environment override texture.</span>
- <span style="color: #272727">environment_priority – Environment override priority (used when several materials override it along a ray path).</span>
- <span style="color: #272727">refl_interpolation_on – This is deprecated and will be removed. This has no effect.</span>
- <span style="color: #272727">refl_imap_min_rate – </span>
- <span style="color: #272727">refl_imap_max_rate – </span>
- <span style="color: #272727">refl_imap_color_thresh – </span>
- <span style="color: #272727">refl_imap_norm_thresh – </span>
- <span style="color: #272727">refl_imap_samples – </span>
- <span style="color: #272727">refr_interpolation_on - This is deprecated and will be removed. This has no effect.</span>
- <span style="color: #202124">refr_imap_samples – </span>
- <span style="color: #202124">channels – </span>
- <span style="color: #202124">volume – </span>

### Sheen and Coat

- sheen_color – The sheen color of the material.
- sheen_glossiness – The glossiness of the sheen layer of the material.
- coat_color – The coat color of the material.
- coat_amount – Value controlling both the amount of dimming and the intensity of the specular highlight of the coat layer.
- coat_glossiness – The glossiness of the coat layer of the material.
- coat_ior – The index of refraction of the coat layer of the material.
- coat_bump_lock – Lock the coat bump map to the base bump map.
- bump_map – Base bump map.
- bump_amount –
- bump_type – The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal).
- coat_bump_map –
- coat_bump_amount –
- coat_bump_type – The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal).
- lpe_label – Light path expressions material label which can be used to identify the material.
- diffuse_positions –
- diffuse_interpolations – 0:None; 1:Linear; 2:Smooth; 3:Spline.
- diffuse_colors –
- diffuse_gradient_external – If this parameter is set, it will be used instead of diffuse_positions, diffuse_interpolations and diffuse_colors to provide an external gradient.
- diffuse_gradation_offset –
- diffuse_output_offset –
- specular_positions
- specular_interpolations – 0:None; 1:Linear; 2:Smooth; 3:Spline.
- specular_colors
- specular_gradient_external – If this parameter is set, it will be used instead of specular_positions, specular_interpolations and specular_colors to provide an external gradient.
- shadow_override_on –
- shadow_color
- shadow_opacity
- light_override_on
- light_color
- light_blend_mode – 0:None; 1:Normal; 2:Over; 3:Add; 4:Subtract; 5:Multiply; 6:Lighten; 7:Darken; 8:Saturate; 9:Desaturate; 10:Illuminate.
- light_blend_mode
- light_blend_intensity
- highlight_type
- highlight_mask

## **VRayAlSurface**

---

- **bump_map** – <span style="color: #272727">Allows the user to select a texture for the bump or normal map. Leaving this unconnected turns off bump/normal mapping.</span>
- **bump_amount** – Specifies the amount of the bump.
- **bump_type** – The type of the map: (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)
- **opacity **– Assigns transparent properties to the material where 1.0 is completely opaque and 0.0 is completely transparent. Maps can also be assigned to create a material that has a non-uniform opacity. When a map is used, white is completely opaque and black is completely transparent.
- **diffuse **– <span style="color: #272727">The color of the material. Note: The actual diffuse color of the surface also depends on the reflection and refraction colors.</span>
- <span style="color: #272727">**diffuse_strength**</span><span style="color: #272727"> – A multiplier for the diffuse color.</span>
- <span style="color: #272727">**diffuse_bump_map**</span><span style="color: #272727"> – Allows the user to select a texture for the bump or normal map for the diffuse component. Leaving this unconnected turns off bump/normal mapping. Do not use color corrected normal maps. </span>
- <span style="color: #272727">**diffuse_bump_amount **</span><span style="color: #272727">– A multiplier for the bump map effect on the diffuse.</span>
- <span style="color: #272727">**diffuse_bump_type**</span><span style="color: #272727"> – The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)</span>
- <span style="color: #272727">**reflect1 **</span><span style="color: #272727">– The reflection color. Note that the reflection color dims the diffuse surface color.</span>
- <span style="color: #272727">**reflect1_strength**</span><span style="color: #272727"> –  A multiplier for the reflection color.</span>
- <span style="color: #272727">**reflect1_roughness**</span><span style="color: #272727"> – Used to simulate rough surfaces or surfaces covered with dust.</span>
- <span style="color: #272727">**reflect1_ior**</span><span style="color: #272727"> – The IOR to use when calculating Fresnel reflections. Normally this is locked to the Refraction IOR parameter, but you can unlock it for finer control.</span>
- <span style="color: #272727">**reflect1_distribution**</span><span style="color: #272727"> – </span>Determines the type of BRDF (the shape of the highlight):
  **Beckmann** – Uses a Beckmann distribution for the reflection.  
**GGX** – Uses GGX distribution for the reflection. The GGX distribution has a longer "tail" compared to Beckmann distribution.
- **reflect1_bump_map** – <span style="color: #272727">Allows the user to select a texture for the bump or normal map for the reflection component. Leaving this unconnected turns off bump/normal mapping.</span>
- <span style="color: #272727">**reflect1_bump_amount **</span><span style="color: #272727">– A multiplier for the bump map effect on the reflection.</span>
- <span style="color: #272727">**reflect1_bump_type**</span><span style="color: #272727"> – The type of the map (0 - from regular texture output, 1 - normal map in tangent space, 2 - normal map in object space, 3 - normal map in camera space, 4 - normal map in world space, 5 - from texture bump output, 6 - explicit normal)</span>

<span style="color: #272727">The following parameters control the second specular component of the material, but have identical parameters to the first one.</span>

- <span style="color: #272727">reflect2</span>
- <span style="color: #272727">reflect2_strength</span>
- <span style="color: #272727">reflect2_roughness</span>
- <span style="color: #272727">reflect2_ior</span>
- <span style="color: #272727">reflect2_distribution</span>
- <span style="color: #272727">reflect2_bump_map</span>
- <span style="color: #272727">reflect2_bump_amount</span>
- <span style="color: #272727">reflect2_bump_type</span>


- <span style="color: #272727">**sss_mix **</span><span style="color: #272727">– Mix between the Diffuse component and the SSS component.</span>
- <span style="color: #272727">**sss_mode**</span><span style="color: #272727"> – Sets the Sub Surface Scattering Mode.</span>
- <span style="color: #272727">**sss_density_scale **</span><span style="color: #272727">– Additionally scales the </span><span style="color: #272727">**SSS Radius **</span><span style="color: #272727">parameters. Normally, the material will take the scene scale into account when calculating the subsurface scattering effect. However, if the scene was not modeled to scale, this parameter can be used to adjust the effect.</span>
- <span style="color: #272727">**sss1_weight **</span><span style="color: #272727">– The relative contribution of the shallow scattering layer to the material.</span>
- <span style="color: #272727">**sss1_color **</span><span style="color: #272727">– The color for the shallow scattering layer.</span>
- <span style="color: #272727">**sss1_radius**</span><span style="color: #272727"> – The distance that light is scattered within the shallow layer.</span>


<span style="color: #272727">**The Al Surface Material has three SSS rollouts with identical parameters for precise control over three types of subsurface scattering.**</span>


- <span style="color: #272727">**reflect_max_depth**</span><span style="color: #272727"> – The number of times a ray can be reflected. Scenes with many reflective and refractive surfaces might require higher values to look correct.</span>
- <span style="color: #272727">**reflect_subdivs**</span><span style="color: #272727"> – Subdivs for sampling reflections when local subdivs are enabled.</span>
- <span style="color: #272727">**sss_subdivs**</span><span style="color: #272727"> – Subdivs for sampling SSS when local subdivs are enabled.</span>
- <span style="color: #272727">**consider_all_objects**</span><span style="color: #272727"> – When enabled, the V-Ray AI Surface shader considers all intersecting objects with an Al Surface shader when calculating the sub-surface scattering effect to allow for the effect to "bleed through". </span><span style="color: #272727">*This option is not available in V-Ray GPU.*</span>

## **V-Ray Flakes 2**

---

- **flake_color** – <span style="color: #272727">Specifies the color or map of the metal flakes.</span>
- <span style="color: #272727">**flake_random_color**</span><span style="color: #272727"> – Sets colors from the specified map (e.g. File or Ramp) to the flakes in a random pattern. Only the bottom row on u-axis of the map is sampled for colors.</span>
- <span style="color: #272727">**flake_orientation**</span><span style="color: #272727"> – Specifies the orientation value or map of the metal flakes. The orientation of the flakes is relative to the surface normal . When this value is 0.0, all flakes are perfectly aligned with the surface. When set to 1.0, the flakes are rotated completely randomly with respect to the normal. Values above 0.5 are not recommended as they can produce artifacts.</span>
- <span style="color: #272727">**flake_orientation_tail**</span><span style="color: #272727"> – Controls the transition from highlighted areas to non-highlighted areas.</span>
- <span style="color: #272727">**flake_glossiness**</span><span style="color: #272727"> – Specifies the reflection glossiness value of the flakes.</span>
- <span style="color: #272727">**flake_density**</span><span style="color: #272727"> – Specifies the density (number of flakes) for a certain area. Lower values produce less flakes, and higher values produce more flakes. When set to 0.0, it produces a material without flakes.</span>
- <span style="color: #272727">**flake_scale**</span><span style="color: #272727"> – Scales the entire flake structure.</span>
- <span style="color: #272727">**flake_scale_triplanar**</span><span style="color: #272727"> – Active only when </span><span style="color: #272727">**Mapping Type**</span><span style="color: #272727"> is set to </span><span style="color: #272727">**Triplanar**</span><span style="color: #272727">. Scales the entire flake structure.</span>
- <span style="color: #272727">**flake_size**</span><span style="color: #272727"> – Specifies the size of the flakes relative to the distance between them. Higher values produce bigger flakes, and lower values produce smaller flakes.</span>
- <span style="color: #272727">**flake_map_size**</span><span style="color: #272727"> – Internally the material creates several bitmaps to store the generated flakes. This parameter determines the size of the bitmaps. Lower values reduce RAM usage, but may produce noticeable tiling in the flake structure. Higher values require more RAM, but tiling is reduced.</span>
- <span style="color: #272727">**flake_seed**</span><span style="color: #272727"> – Specifies the random seed for the flakes. Changing this produces different flake patterns.</span>
- <span style="color: #272727">**flake_uvwgen**</span><span style="color: #272727"> – Allows connecting a texture placement node.</span>
- <span style="color: #272727">**flake_bin_subdivs**</span><span style="color: #272727"> – Square root of the total number bins used for flakes filtering.</span>
- <span style="color: #272727">**mapping_type**</span><span style="color: #272727"> – The mapping method for the flakes (0 - explicit mapping channel, 1 - triplanar projection in object space).</span>
- <span style="color: #272727">**mapping_channel**</span><span style="color: #272727"> –  The mapping channel when the mapping_type is 0.</span>
- <span style="color: #272727">**traceReflections **</span><span style="color: #272727">– Global switch to toggle reflections for the flakes.</span>
- <span style="color: #272727">**trace_depth**</span><span style="color: #272727"> – Specifies the number of times a ray can be reflected.</span>
- <span style="color: #272727">**doubleSided **</span><span style="color: #272727">– When enabled, the material is double-sided.</span>
- <span style="color: #272727">subdivs – </span>
- <span style="color: #272727">**cutoff_threshold **</span><span style="color: #272727">– Specifies the cutoff threshold for the reflections of the different layers. </span>
- <span style="color: #272727">**use_environment_override **</span><span style="color: #272727">– When enabled, a</span><span style="color: #000000">llows you to specify a local environment map for reflections and refractions.</span>
- <span style="color: #000000">**environment_override **</span><span style="color: #000000">– Specifies the environment map texture. </span>
- <span style="color: #000000">**environment_priority **</span><span style="color: #000000">– </span><span style="color: #272727">Specifies the environment priority for the </span><span style="color: #000000">**Environment override**</span><span style="color: #272727"> texture for this material.</span>


### Example: Flake Random Color


This example shows the Flake Random Color parameter used with a **Ramp** map with Type set to **U Ramp** with six randomly set colors. Flake Density is set to 20; Flake Size is set to 0.4;

Flake Scale is set to 0.5; Flake Color is set to white (255,255,255). 

**This example is shown in Autodesk Maya.**

### Example: Flake Orientation


For this example, **Flake Size** is set to 0.3 and **Flake Density** is set to 20; the other parameters use their default values.

**This example is shown in Autodesk Maya.**


### Example: Flake Density


For this example, **Flake Size** is set to 0.3 and the other parameters are at their default values.

**This example is shown in Autodesk Maya.**

### Example: Flake Scale


For this example, **Flake Size** is set to 0.3 and **Flake Density** is set to 20. The rest of the parameters are at their default values.

This example is shown in Autodesk Maya.

### Example: Flake Size


For this example, **Flake Density** is set to 20. The rest of the parameters are at their default values.

This example is shown in Autodesk Maya.