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title: "VRayVRmatMtl"
canonical: "https://documentation.chaos.com/space/VMAYA/111740016/VRayVRmatMtl"
format: markdown
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This page provides details on how to use the transportable V-Ray Material in Maya.


## **Overview**

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> ||Right-click on the geometry|| **>** Assign New Material... **> VRay** section **> VRay VRmat Mtl**
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> ![image](media://1a4f6859-5627-4529-9d4f-febddb538221)
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> ||V-Ray Shelf|| **> **Right-click to** Create V-Ray Materials **button **> VRay VRmat Mtl**
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> ![maya2025_72010_Shelf_VRayMtls.png](media://0af97866-2a38-49db-b00c-71e5be555218)
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> ||Hypershade||** > Window** tab** >** **Create... > VRay **section **> VRay VRmat Mtl**
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> ![image](media://67b6f9f3-08dd-4fc8-a943-7bdf43d24790)


## **Parameters**

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## **Transferring Materials from 3ds Max to Maya**

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The following examples illustrate workflows for transferring one or more materials created in 3ds Max to then be used in Maya.


### **Example: Transferring a Single Material**


This example shows how to transfer a V-Ray material created in 3ds Max for use in Maya. Although this example will show the process of going from 3ds Max to Maya, it is also possible to both export and import a VRayVRmatMtl to and from other applications supported by V-Ray.

In this case, we will be exporting the Black Metallic material from an object in 3ds Max and applying it to a shader ball in Maya.


#### **Using the VRmat Converter in 3ds Max**

1. Launch the VRmat Converter from the 3ds Max menu option **Tools > V-Ray vrmat converter**., and choose the **Pick & Convert Material...** option.
2. Select the scene's material to be exported, here named **blackMetalic**.
  
3. The VRmat Convertor will ask for a location to put the exported file, and will create a file using the name of the selected material with the extension *.vrmat* in the location specified.


#### **Setting Up Materials in Maya**

1. Open Maya and load the scene in which you want the *.vrmat* file to be used.
2. From the Hypershade, create a V-Ray VRmat material and apply it to the desired objects(s) in the scene. In the Attribute Editor for the VRmat material, browse for the *.vrmat* file previously created in 3ds Max.


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> Any textures that a  V-Ray VRmat material uses will be affected by the UV mapping on the object or objects that it is applied to.



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### **Example: Transferring Multiple Materials**


This example shows how to transfer all the V-Ray materials within a 3ds Max scene for use in Maya.  Although this example will show the process of going from 3ds Max to Maya, it is also possible to both export and import a VRayVRmatMtl to and from other applications supported by V-Ray.

#### **Using the VRmat Converter in 3ds Max**

1. Launch the VRmat Converter from the 3ds Max menu option **Tools > V-Ray vrmat converter**, and choose **Convert Scene Materials to .vrmat**.  
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2. The VRmat Converter will ask for a location to put the .*vrmat* files. You will notice it creates folders each containing a file with the name of the material, each with the extension .vrmat.

![image](media://0be69347-e43a-40bb-ba4a-d7f86e00ace8)


#### **Setting Up Materials in Maya**

1. Open Maya and the scene in which you want the vrmat file to be used.
2. From the Hypershade, create as many V-Ray VRmat materials as needed, and apply them to the desired item(s) within the scene. Browse for the exported .*vrmat* files previously created in 3ds Max as needed for each respective material.



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## **V-Ray Material Editor (Deprecated Feature)**

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For Maya versions 2014 and prior, the Parameters rollout includes a **Show VRmat Editor** button for opening the **V-Ray Material Editor**, a basic material editor for incoming materials.

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![image](media://73661e7f-25d1-414a-a828-49a9dc78a969)



![image](media://0745e15b-d077-487e-945d-fb0e00eb661a)


**A: Materials List** – A list of all materials in the current .*vismat* or .*vrmat* file. Users can create new materials, import materials from file, rename and delete materials here.

**B: Material options** – Options for the currently selected material. Parameters correspond to various V-Ray materials and features.

**C: Material preview** – Displays the appearance of the adjusted material. The preview image is cached for later use. 

**Preview** – Updates the material preview.

**Live update** – When enabled, the material preview will update automatically every time one of the material properties is changed. 

**Save** – Saves the current material(s) to a .*vismat* file overwriting previously existing files. 

**Save As** – Opens a dialog for specifying where material(s) will be saved.

**Save on close** – Automatically saves the changes made to the materials to a *.vismat* file when the editor is closed.


### **Right-Click Submenus**  


In the Material List section of the V-Ray material editor is a tree structure of all the materials contained in the current *.vismat* file. The menus in this area can create new materials, rename and delete them, and also create layers on materials. These options are available through right-click submenus.

Right-clicking the root displays the **Create Material** submenu. The available materials to create are Angle Blend, Multi Material, Skp Two Sided, Standard, Toon, Two Sided, V-Ray Material and Wrapper Material.

Right-clicking a material displays the following options:

**Create Layer** – Displays the Create Layer submenu. The available layers are Emissive, Reflection, Diffuse, VRayBRDF and Refraction.

**Duplicate Material** – Creates a copy of the current material.

**Rename Material** – Allows you to specify a name for the current material.

**Remove Material** – Deletes the specified material from the .vismat library.

**Import Material** – Opens a dialog to import a .*vismat* library.



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