---
title: "VRayEdgesTex"
canonical: "https://documentation.chaos.com/space/VMAX/113587254/VRayEdgesTex"
format: markdown
---
This page provides information on the Edge Map. Overview VRayEdgesTex achieves an effect similar to the wireframe materials in 3ds Max. Since it is a texture rather than a material, it can create some interesting effects that are not possible with standard 3ds Max materials. When used as a bump map, this texture can produce a "round corners" effect for mesh objects, giving corners and edges a rounded bevel as shown in the   examples  at the end of the page. ||Material Editor|| >  Material  >  Map Browser  >  Maps  >  V-Ray  >  VRayEdgesTex Parameters Color Edges Color  – Specifies the color of the edges. Hidden edges  – Renders all edges of triangles including diagonal edges across polygons, which are normally invisible. When disabled, renders only edges marked as  visible .  For more information, see the   Hidden Edges example .  Show subtriangles  – Makes the edges generated by displacement mapping or render time subdivision visible. World width  – Specifies the width of the edges in world units. Pixel width  – Specifies the width of the edges in pixels. Rounded corners Radius  – Specifies the radius for rounded corners when the texture is used as a bump map. This value is always expressed in world units.  For more information, see the   Radius example .  Same object only  – Produces rounded corners only along edges that belong to the same object to which the map is applied. When disabled, produces rounded corners along edges formed when the object intersects other objects in the scene.  For more information, see the   Same Object Only example . Corners  – Specifies the types of corners to which rounded edges will be applied.  For more information, see the   Corners example .  Convex & concave  – The effect is applied to both convex and concave edges. Convex only  – The effect is applied only to convex edges. Concave only  – The effect is applied only to concave edges. Width/Radius multiplier Multiplier map  – Texture multiplier for the width/radius. It can be used to map variating width/radius for the geometry from zero (black) up to the width/radius value (white). Multiplier value  – Weight of the multiplier map.  For more information, see the  Width/Radius Multiplier example . Example: Hidden Edges This example shows the effect of the  Hidden edges  parameter. Off On     Example: Radius   This example shows the effect of the Rounded Corners'  Radius  when VRayEdgesTex is used as a bump map. The cube is 50 units in each dimension. The radius is set to a value of 1 in the first image, and to a value of 3 in the second image. Radius  = 1 Radius  = 3 Example: Same Object Only   In this example, the cube and the cylinders are separate objects in the 3ds Max scene. VRayEdgesTex is used as a bump map on all objects. When the  Same object only  is enabled, the rounded corners effect is applied to each object individually. When the  Same object only  option is disabled, the rounded corners effect is applied between the different objects. Enabled Disabled Example: Corners This example shows the effect of the different  Corners  options. Corners  = Convex & concave  Corners  = Convex only Corners  = Concave only Example: Width/Radius Multiplier The following example of multiplier values shows a cube with a mapped VRayEdgesTex applied to the bump slot of a VRayMtl.   Multiplier Value  = 0 Multiplier Value  = 50 Multiplier Value  = 100     Notes When applied to displaced or subdivided objects, VRayEdgesTex normally shows the edges of the original mesh, as shown on this displaced teapot:      VRayEdgesTex cannot simulate toon-style outlines on objects. Instead, use   VRayToon   render effect to add outlines. Currently, when used as a bump map in glossy materials with the Blinn or Ward shaders, VRayEdgesTex can create dark edges. To avoid this, use the GGX shader instead: Blinn shader Phong shader