On - this option enables the calculation of true light wavelength dispersion Abbe - this option allows you to increase or decrease the dispersion effect. Lowering it widens the dispersion and vice versa. Example Translucency On - this enable translucency also called sub-surface scattering. Color - normally the color of the sub-surface scattering effect depends on the Fog color; this parameter allows you to additionally tint the SSS effect. Texture - normally the color of the sub-surface scattering effect depends on the Fog color; this parameter allows you to additionally tint the SSS effect.
Light multuplier - a multiplier for the translucent effect. Thickness - this limits the rays that will be traced below the surface. This is useful if you do not want or don't need to trace the whole sub-surface volume. Scatter coefficient - the amount of scattering inside the object. Interpolation Interpolation - Check this option to turn caching on. V-Ray can use a caching scheme similar to the irradiance map to speed up rendering of glossy refractions.
The options for the interpolation of glossy refractions are also very similar to the options for the irradiance map. Note that it is not recommended to use interpolation for animations, since this may cause severe flickering.
Options Double-sided - if this is true, V-Ray will flip the normal for back-facing surfaces with this material. Otherwise, the lighting on the "outer" side of the material will be computed always.
You can use this to achieve a fake translucent effect for thin objects like paper. Trace reflections - if this is off, reflections will not be traced, even if the reflection color is greater than black. You can turn this off to produce only hilights. Note that when this is off, the diffuse color will not be dimmed by the reflection color, as would happen normally. Reflect on back side - if this is true, reflections will be computed for back-facing surfaces too.
Note that this affects total internal reflections too when refractions are computed. Only in Secondary - if this is on the material will only be visible in the reflection or refraction. Can be Overridden - if this is on the material will not be overridden when you enable the override color option in the Global Switches. Disable Volume Fog - when this option is disable V-Ray will trace direct lighting into the material. Trace refractions - if this is off, refractions will not traced, even if the refraction color is greater than black.
Cast Shadows - if this is off, the material will not cast shadows. Do not set this to 0. Refraction Max depth - the number of times a ray can be refracted. Scenes with lots of refractive and reflective surfaces may require higher values to look right. Alpha Contribution - allows you to obtain the alpha channel of each material in the scene.
A value of 1 means no alpha and 0 means full alpha. Ignore objects in secondary On - if this is on the material will not be overridden when you enable the override color option in the Global Switches. Optimized Exclusion - if this is on the material will not be overridden when you enable the override color option in the Global Switches.
These determine the various texture maps are used by the current material. Bump - allows you to use a texture map as bump map. Displacement - allows you to use a texture map as a displacement map. Refraction - this option allows to override the refraction map.
Background - this option allows to override the background map of the enviroment settings. GI - this option allows to override the GI map of the enviroment settings. Reflection - this option allows to override the reflection map of the enviroment settings.
Displacement Keep Continuity - using this will try to produce a connected surface, without splits. Use Globals - if this is disable V-Ray will use the material displacement parameter. If this is on, V-Ray will use the Default displacement parameters located on the V-Ray option windows.
View Dependent - when this is on, Edge length determines the maximum length of a subtriangle edge, in pixels. A value of 1. When View-dependent is off, Edge length is the maximum subtriangle edge length in world units. Shift - this specifies a constant, which will be added to the displacement map values, effectively shifting the displaced surface up and down along the normals.
This can be either positive or negative. Water Level - this will clip the surface geometry in places where the displacement map value is below the specified threshold. This can be used for clip mapping a displacement map value below which geometry will be clipped. Max Subdivs - this controls the maximum subtriangles generated from any triangle of the original mesh.
The value is in fact the square root of the maximum number of subtriangles. It is not a good idea to keep this value very high. If you need to use higher values, it will be better to subdivide the original mesh itself into smaller triangles instead. The actual subdivisions for a triangle are rounded up to the nearest power of two this makes it easier to avoid gaps because of different tesselation on neighboring triangles.
Edge Length - this determines the quality of the displacement. Each triangle of the original mesh is subdivided into a number of subtriangles. More subtriangles mean more detail in the displacement, slower rendering times and more RAM usage.
Less subtriangles mean less detail, faster rendering and less RAM. The meaning of Edge length depends on the View-dependent parameter below. Notes Use the Standard material whenever possible in your scenes. This material is specifically optimized for V-Ray and often GI and lighting is computed much faster for V-Ray materials than for standard Rhino materials. Many V-Ray features e.