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title: "Scanned Mtl"
canonical: "https://documentation.chaos.com/space/VBLD/117640066/Scanned%20Mtl"
format: markdown
---
This page provides information about the Scanned material in V-Ray for Blender. Overview The Scanned Material allows the rendering of scanned BRDF material data stored in  .vrscan  files. These files are produced by Chaos' own internal material scanner and accompanying material creator software. The scanned material renders the captured appearance of an actual physical material sample, that has been scanned with special scanner hardware. The material goes beyond single-point BRDF capture and can accurately represent the textured appearance of a large number of real-world surfaces, using bidirectional texture function (BTF) approximation. Because the scanned material simply reproduces the way a physical material responds to light, is has no notion of "diffuse" or "reflection" components, "normal" or "bump" maps. The .vrscan files tend to be quite large as they need to pack a lot of data (they need to describe the BRDF of the material over its entire surface). For more details on VRscans, please see the  Chaos Scans  documentation space for information on downloadable sample scenes and  Frequently Asked Questions  or visit the  Chaos Scans  website. UI Path:  ||V-Ray Node Editor|| >  Add  >  Material  >  V-Ray Scanned Mtl Node Input Sockets This section lists the input sockets of the material. Some have corresponding properties, and some are only inputs. Filter Color  – Allows a color node to serve as the color multiplier for the material sample that tints the material. Keep in mind that it affects the color of the reflections as well as the post effects.  Enable the property from the checkbox. Paint Color  – Allows a color node to change the color of the material without losing the texture or changing the reflection color. For example, changing the color of wood or leather without losing their textures.  Enable the property from the checkbox. Clear Coat Multiplier  – Allows a color node to be used to multiply the clear coat layer. Enable the property from the checkbox. Mapping  – Allows a  Mapping node  to be connected to determine the mapping of the material. Properties The FIle field allows you to specify the location of the  .vrscan  file on your system. In the window below it, you can view some information about the uploaded file. Parameters Tiling Factor  – Global multiplier for the material tiling in the U and V coordinates of the object. Double-Sided  – The material is applied to both sides of the object. Disable Transparency  – Turns off the transparent properties of the material. Use Triplanar Mapping  – Ignores the object's default UV mapping and assigns one with U and V axes parallel to the nearest object-space axes.  Random Offset  – Randomizes the material offset when  Triplanar Mapping  is enabled. Random Rotation  –  Randomizes the material rotation when  Triplanar Mapping  is enabled. Advanced Trace Depth  – Controls the number of reflection bounces. A value of -1 means that the reflection bounces are controlled by the  Global Max Depth   parameter in the  Globals Rollout . Cutoff  – A threshold used to speed up reflections. If the contribution of reflections falls below this threshold, the reflections are not traced. This is similar to the  Cutoff  of the   V-Ray Material . Bump and Parallax Zone  – Determines the point where additional bump and parallax no longer exist and only natural height effects remain. This option is especially useful in side views of the material, where it might appear flat or less detailed. A value of 0 adds no additional bump and parallax. Value of 1 adds additional bump and parallax equally, regardless of the view angle. All scanned materials by default have the most suitable value loaded for this parameter to achieve the most realistic look. If you need full control over the bump and the parallax, set the value to 1 and work with the  Parallax  and  Bump Multipliers .  Parallax Multiplier   – A multiplier for additional parallax and edge displacement strength.  Bump Multiplier  – A multiplier for the additional bump. SSS Multiplier  – A multiplier for the scattering distance. Sampling Type  – Determines which samples are taken around pixels involved in "blurry" effects such as anti-aliasing, depth of field, indirect illumination, area lights, glossy reflections/refractions, translucency, motion blur, etc. Importance Sampling  – Bases the number of samples allocated to a value on the importance of certain aspects, depending on the case. For instance, distance from the camera, if objects are too far, or if more samples are needed to render a realistic result. Uniform sampling  – The number of samples is evenly taken over the entire image. Plain Materials   Strategy  – A strategy used for material display. It controls the visibility of textures, if any are present. Possible values are: None  – The full material evaluation is always used. The object must have valid UV coordinates. Average BRDF  – Averages the BRDF and can be used to speed up the rendering for previews. Because texture details are removed, this also removes any tiling artifacts that might arise if the scanned sample does not tile very well. UV coordinates are still needed because most BRDFs are slightly anisotropic. Average Symmetric BRDF  – Smooth representation of the material with no maps visible. Edges Displacement  – Uses a special technique that makes the edges of the geometry appear slightly jagged inwards. This option is useful when rendering close-ups of materials with bumps. It is faster than actual displacement and helps to achieve better realism. No Cached Light  – Allows you to disable the cached light for the material, ensuring physical accuracy without the need to switch off GI of the entire scene. Disabling this option results in faster, but less physically accurate render.  Prevent Color Bleeding  – When enabled, the indirect GI/glossy rays see the material as gray, thus preventing coloring of the near objects. Appearance Use Filter  – Enables the use of the color filter. Filter Strength  – Multiplies the effect of the filter. Filter Color  – A color multiplier for the material sample that can be used to tint the material. Keep in mind that it affects the color of the reflections as well as the post effects. A Texture can also be applied and blended with the color, using the Mix Strength option. Use Paint  – Enables the use of Paint Color. Paint Strength  – Multiplies the effect of the paint. Paint Color  – Changes the color of the material without losing the texture or changing the reflection color. For example, changing the color of wood or leather without losing their textures. Gamma Correction  – Adjusts the gamma of the material (including paint color and filter color, if used) as a post effect. Saturation  – Controls the saturation of the material (including paint color and filter color, if used) as a post effect. Clear Coat The clear coat parameters are similar to those found in the  Car Paint 2 Material . These parameters are only available if, while scanning an object, it is determined that the object possesses the properties of a material with a clear coat. Enable  – Enables the tracing of a clear coat layer for the material. Highlights  – Enables highlights from point light sources for the coat layer. Strength  – Specifies the strength of the coat reflections.  Clear Coat Multiplier  – Specifies a color value to multiply by the cloar cloat color. IOR  – Determines the Index of Refraction of the coat layer and controls the strength of the reflections. A value of 1.0 does not produce any reflections and disables the coat layer. Higher values produce stronger clear coat reflections. The .vrscan file contains the correct value (typically 1.6) for this parameter, which is set automatically when the file is loaded but can be adjusted higher or lower if needed. Bump Multiplier  – The coat layer has a built-in bump map stored in the material sample file. This allows you to control the strength of that bump. Coloring  – Turns the coat reflections colored.  Glossiness  – Determines the glossiness amount. Glossiness determines the sharpness of the reflections. A value of 1.0 means perfect mirror-like reflection; lower values produce blurry or glossy reflections. Glossiness Variation  – Controls the effect of glossiness growth under shallow observation angles. This parameter represents a real physical effect that can be seen in brushed metals, plastics, etc. One common example of this effect is seen in a stainless steel pan - its reflection lines become sharper when viewed from an angle. The parameter range is 0-1. Higher values produce a faster transition to fully glossy when the observation angle becomes more shallow.