---
title: "VRayMtl"
canonical: "https://documentation.chaos.com/space/VMAX/113586760/VRayMtl"
format: markdown
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### **Example: Reflection Color **

This example demonstrates how the **Reflect **color parameter controls the reflectivity of the material. Note that this color also acts as a filter for the **Diffuse** color (e.g. stronger reflections dim the diffuse component).


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### **Example: Fresnel Option**

This example demonstrates the effect of the** Fresnel reflections **option. Note how the strength of the reflection varies with the **Fresnel IOR** of the material. For this example, the **Reflect** color is pure white (255, 255, 255).


### **Example: Reflection Glossiness**

This example demonstrates how the **Glossiness **parameter controls the highlights and reflection blurriness of the material. Fresnel IOR = 3.5.


 > Macro (anchor)



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### **Example: Reflection Depth**

This example demonstrates the effect of the reflection **Max depth** parameter.


### **Example: Refraction Color**

This example demonstrates the effect of the **Refract** color parameter to produce glass materials. For the images in this example, the material has a gray **Diffuse** color, white **Reflect** color, and the **Fresnel Reflections** option is enabled.


 > Macro (anchor)

 

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### **Example: Refraction IOR**

This example demonstrates the effect of the Refraction **IOR **parameter. Note how light bends more as the IOR deviates from 1.0. When the index of refraction (IOR) is 1.0, the render produces a transparent object. Note, however, that in the case of transparent objects, it might be better to assign an opacity map to the material rather than use refraction.


### **Example: Refraction Glossiness **

This example demonstrates the effect of the refraction **Glossiness** parameter. Note how lower refraction Glossiness values blur the refractions and cause the material to appear as frosted glass.


 > Macro (anchor)



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### **Example: Refraction Depth**

This example demonstrates the effect of the refraction **Max depth** parameter. Note how too low of a refraction depth produces incorrect results. Also, in the last two examples, note how areas with total internal reflection are also affected by the Reflection **Max depth**.




### **Example: None (Depth)**







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### **Example: Coat Color**


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### **Specular Channel**

The images show the respective render channels with the Coat Color set to default white and yellow. Notice how the specular highlights remain white regardless of the coat color. 


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### **Reflection Channel**







## **Displacement**

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> Macro (anchor)



### **Example: Texmap**

This example demonstrates the difference in the displacement effect when using an image in the Texmap slot versus not using one.



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> Macro (anchor)



### **Example: Water Level**

This example shows how surface geometry can be adjusted using a displacement map threshold. 



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> Macro (anchor)



### **Example: Amount**

This example shows how the displacement parameter affects an object's appearance. A value of 1.0 creates a subtle displacement, while increasing it to 2.5 or 5 produces a more pronounced displacement.



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> Macro (anchor)



### **Example: Shift**

 This example illustrates the difference between using positive and negative values of the Shift parameter. The V-Ray logo is applied in the Texmap slot with an Amount value of 1.

 




> Macro (anchor)



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### **Example: Anisotropy Rotation**






### **Example: Energy Preservation Mode**

This example demonstrates how the **Energy preservation mode** controls the way reflections dim the diffuse color.

**Reflect** = Medium Gray. (128, 128, 128)


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**Reflect**= Medium Green. (0, 128, 0)


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### **Example: Opacity mode**

The renders below show a close-up of the tree to better show the effect of the different modes. Note that in the first two renders the opacity is blurry because of the texture filtering.



## **Quick Sun Caustics**

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### **Example: Quick Sun Caustics**

This visual example illustrates the effects of sun caustics on a 190 cm deep pool using V-Ray materials in 3ds Max. Rendered with a Turbosmooth water surface at 4 subdivisions, the series of images showcases different configurations of reflections and refractions alongside varying depths (50, 100, and 200).