This material allows a surface to look in a different way depending on whether it is seen through reflections, refractions or GI. With this material you can get a fine control over the color bleeding, reflections, refractions and shadows of the objects.

Basic Properties

Name – here you can enter a name for the object.

Layer – If an element was assigned to a layer its layer color will be displayed here. This field reflects the layer color in the Layer Palette. You can drag & drop layers from the Layer Browser or similar layer fields onto this field. You can also assign layers or remove elements from current layers using the menus located behind the small triangle.

Preview Quality – quality of material preview in preview window.

Map Preview Size – Here you’ll find entries from 64×64 (16 KB) to 4096×4096 (64 MB). The value controls the internal resolution of the map — the higher you set this value, the more detailed the map will be in the Viewport. The value has no effect on the rendered result.Proceed with caution when increasing the Map Preview Size. Higher settings require more RAM and increase the file size of the CINEMA 4D scene. OpenGL is also affected because the map previews must be loaded into the graphics card’s memory.

Overridable – when you use Override material options in Global options, you can specify some materials that will no be override, like glasses, curtains etc..it useful for preview vizualization of interiors.

Round Edges – edges of object with this material will be rounded.

Parameters

Base Material – this is the material VRAYforC4D will use while rendering the object.

GI Material – this is the material VRAYforC4D will use while calculating the GI solution.

Reflection Material – this is the material material VRAYforC4D will use to render the object with, when the object is seen in reflections.

Refraction Material – this is the material VRAYforC4D will use to render the object with, when the object is seen through refractions.

Shadow Material – this is the material that will be used to render shadows cast from the object.

Environment Override – determines will be used environment to override the environment of material in they reflect/refract each other.

Map type – allow you to choose type of apply of texture map.

Offset U – allows you to adjust the refraction texture placement in horizontal direction.

Offset V – allows you to adjust the refraction texture placement in vertical direction.

Environment Priority – amount of environment in reflect/refract of materials.

Assignment

In this box, you’ll find a list of all objects in the scene that use the selected material. Using the context menu, you can carry out commands on these objects that relate to the selected material. To open the context menu, right-click (Windows) or Command-click (Mac OS) on an object’s name in the list.

Example: Using the GI material

This example shows how the use of a GI material will affect the rendering.

Scene rendered with 2 VRay materials

Scene rendered with 1 Base + 1 GI Mtl

As you can see, the scene represents a square-type room. There are window openings in one of the wall. There is a Direct Light coming through, which simulates the Sun. The floor has a texture in the Diffuse map slot. All the rest – the walls, the ceiling and the teapots have a Advanced V-Ray Material with a Diffuse Color (200, 200, 200).

On the first render, it is absolutely visible that all the walls, the ceiling, and the teapots have been rendered in some light brown (pale pumpkin) color, although they have a light-gray material assigned. This is because of the Color Bleeding, which is generated by the GI calculation.

On the second picture, the scene is rendered with a V-Ray Override Material assigned to the Floor.

This material contains in itself the initial 2 V-Ray materials – the floor’s and the walls’ ones. So now assigned on the floor object, V-Ray will know that while calculating the GI it has to use the GI material (in our case: walls – V-Ray Advanced Material with Diffuse Color (200, 200, 200)) and during rendering it will use the Base material (in our case: floor – V-Ray Advanced Material with texture in the Diffuse). The result of that is quite different from the previous render as the Color Bleeding has gone. Of course this depends entirely on our choice for the GI material. For instance, if we had chosen a bluish colored material, the final result would also be tinted slightly to blue, like in the first render with the pale brown colors.

In this simple scene, the result of the second render can be produced, with a pre-saved irradiance map, calculated with just the walls’ material assigned to all the geometry.

For a much more complex scene, with lots of different geometry, shaders, textures, etc., using the V-Ray Override Material can be very helpful.

Example: Using the Reflect material

The scene used in the following examples is very simple. It contains 4 boxes, 1 light source, and a studio type environment. Each box has a V-Ray Override Material assigned, but only the Base material is active. The rendered boxes are all one and the same in their diffuse and their reflections as well.

As you can see now, each of the boxes has a different material assigned in their V-Ray Override Material Reflect. The first one has a red diffuse color, the second ones have green, and the third one has blue. V-Ray uses those materials, when the objects are seen in reflections. In our scene, the environment is actually a reflective surface, so the boxes are being reflected. On the other hand you can also notice that the base material of the boxes is also reflective (Fresnel type) and the middle ones are seen with their V-Ray Override Material Reflect  in the right box.

Example: Using the Refract material

The next render is even more complex as the V-Ray Override Material Refract  of the boxes is activated as well. From left to right follow: a cyan, a purple and a yellow diffuse color. Those materials are set so that when seen through refraction, V-Ray will consider and render the objects with them. As you can see the Reflect materials are still affecting the render image. If you take a closer look at the lens’ edges you will notice the green reflection, which is actually the that reflect material of the middle boxes. While V-Ray had been tracing the rays on the lens’ surfaces, those polygons on the edges had first captured a reflection, so that’s why there are green traces.