The context menu provides commands to create, change, or convert materials or its properties. Once the setup is done, the load and save feature enables the reuse within other scenes. Selection and assignment complete the scope of operation here.
Create (sub menu)
VRED provides lots of different material node types that support you creating every type of material you can imagine. The properties dialog box settings for the different node types are depending on its use case; they are at the bottom of the module.
The creation of photorealistic materials requires sometimes the ability to use custom graphic files for its definition - these graphic files are called textures. Textures can be assigned within the most material types, directly below the material property settings. All usual 2D file formats are supported.
Using textures implies a mechanism that tells the render engine about the position, orientation and scale of an image. All this information is generated automatically in the background on texture assignment within simple UI. Features to change these kinds of settings are accessible from standard UI.
- Name
- A material naming scheme with clear identifiers enables the live-search to find materials within complex scenes or libraries quickly.
- Type
- Change the material node type using the drop-down menu on top of the properties dialog box. All adoptable property settings are adopted automatically.
VRED Material types and its properties
Phong
Phong shading is a historical technique that describes the way a surface reflects light. It generates diffuse reflections from rough surfaces and specular reflections from shiny surfaces - based on the fact that shiny surfaces have small intense specular highlights, while dull surfaces have large highlights that fall off more gradually .

- Diffuse Color
- This attribute defines the base color, the main characteristic of the material. The slider enables changing the brightness; click the color field on the right to open the color chooser. Assigning a texture to the diffuse color, projects it onto the surface. The look representation is a combination of the defined color and the assigned texture.
- Glossy Color
- Sets the material's color for surfaces glossy reflections. The slider enables changing the brightness; click the color field on the right to open the color chooser. Assigning a texture to the glossy channel defines areas in which different gloss intensities appear with help of a texture. The glossy color depends finally on both - the defined color and the possibly assigned texture file.
- Roughness
- The roughness parameter controls light refractions on top of the surface. The higher the value, the more rough is the microscopic structure on top of the surface and the more diffuse are the reflections.
- Bump
- Bump mapping enables the creation of structure to the materials surface. The Bump slider controls the height of that effect. A higher value results in more depth structure. If a texture is assigned to the bump map channel, it is used as a pattern figure on surface illustration. If no texture is assigned, a default noise map is used instead; Structure size affects then scale.
Plastic
Plastic is suitable to simulate shiny or glossy surfaces from objects that are made of synthetic materials.

- Diffuse Color
- This attribute defines the base color, the main characteristic of the material. The slider enables changing the brightness; click the color field on the right to open the color chooser. Assigning a texture to the diffuse color, projects it onto the surface. The look representation is a combination of the defined color and the assigned texture.
- Glossy Color
- Sets the material's color for surfaces glossy reflections. The slider enables changing the brightness; click the color field on the right to open the color chooser. Assigning a texture to the glossy channel defines areas in which different gloss intensities appear with help of a texture. The glossy color depends finally on both - the defined color and the possibly assigned texture file.
- Roughness
- The roughness parameter controls light refractions on top of the surface. The higher the value, the more rough the microscopic structure on top of the surface and the more diffuse the reflections.
- Reflectivity
- Controls the intensity of reflection on the surface. The higher the value the more the influence from environment and objects around.
- Bump
- Bump mapping enables the creation of structure to the materials surface. The Bump slider controls the height of that effect. A higher value results in more depth structure. If a texture is assigned to the bump map channel, it is used as a pattern figure on surface illustration. If no texture is assigned, a default noise map is used instead; Structure size affects then scale.
Triplanar
In difference to all other materials that could have textures assigned, the Triplanar node type enables you to have a custom mapping on different object sides within one material definition. Features to adjust these settings are accessible from standard UI. This type is recommended to create for example, leather, fabric, and diffuse plastic materials.

- Diffuse Color
- This attribute defines the base color, the main characteristic of the material. The slider enables changing the brightness; click the color field on the right to open the color chooser. Assigning a texture to the diffuse color, projects it onto the surface. The look representation is a combination of the defined color and the assigned texture.
- Glossy Color
- Sets the material's color for surfaces glossy reflections. The slider enables changing the brightness; click the color field on the right to open the color chooser. Assigning a texture to the glossy channel defines areas in which different gloss intensities appear with help of a texture. The glossy color depends finally on both - the defined color and the possibly assigned texture file.
- Roughness
- The roughness parameter controls light refractions on top of the surface. The higher the value, the more rough the microscopic structure on top of the surface and the more diffuse the reflections.
- Reflectivity
- Controls the intensity of reflection on the surface. The higher the value the more the influence from environment and objects around.
- Bump
- Bump mapping enables the creation of structure to the materials surface. The Bump slider controls the height of that effect. A higher value results in more depth structure. If a texture is assigned to the bump map channel, it is used as a pattern figure on surface illustration. If no texture is assigned, a default noise map is used instead; Structure size affects then scale.
Reflective Plastic
Reflective Plastic is also suitable to simulate shiny or glossy surfaces from objects that are made of synthetic materials. It adds the ability to have a mirror image reflection of everything around on its surface.

- Diffuse Color
- This attribute defines the base color, the main characteristic of the material. The slider enables changing the brightness; click the color field on the right to open the color chooser. Assigning a texture to the diffuse color, projects it onto the surface. The look representation is a combination of the defined color and the assigned texture.
- Glossy Color
- Glossy Color: Sets the material's color for surfaces glossy reflections. The slider enables changing the brightness; click the color field on the right to open the color chooser. Assigning a texture to the glossy channel defines areas in which different gloss intensities appear with help of a texture. The glossy color depends finally on both - the defined color and the possibly assigned texture file.
- Roughness
- The roughness parameter controls light refractions on top of the surface. The higher the value, the more rough the microscopic structure on top of the surface and the more diffuse the reflections.
- Reflectivity
- Controls the intensity of reflection on the surface. The higher the value the more the influence from environment and objects around.
- Bump
- Bump mapping enables the creation of structure to the materials surface. The Bump slider controls the height of that effect. A higher value results in more depth structure. If a texture is assigned to the bump map channel, it is used as a pattern figure on surface illustration. If no texture is assigned, a default noise map is used instead; Structure size affects then scale.
Reflective Triplanar
This node type provides the triplanar mapping feature in combination with mirror reflections from everything around on its surface.

- Diffuse Color
- This attribute defines the base color, the main characteristic of the material. The slider enables changing the brightness; click the color field on the right to open the color chooser. Assigning a texture to the diffuse color, projects it onto the surface. The look representation is a combination of the defined color and the assigned texture.
- Glossy Color: Glossy Color
- Sets the material's color for surfaces glossy reflections. The slider enables changing the brightness; click the color field on the right to open the color chooser. Assigning a texture to the glossy channel defines areas in which different gloss intensities appear with help of a texture. The glossy color depends finally on both - the defined color and the possibly assigned texture file.
- Roughness
- The roughness parameter controls light refractions on top of the surface. The higher the value, the more rough the microscopic structure on top of the surface and the more diffuse the reflections.
- Reflectivity
- Controls the intensity of reflection on the surface. The higher the value the more the influence from environment and objects around.
- Bump
- Bump mapping enables the creation of structure to the materials surface. The Bump slider controls the height of that effect. A higher value results in more depth structure. If a texture is assigned to the bump map channel, it is used as a pattern figure on surface illustration. If no texture is assigned, a default noise map is used instead; Structure size affects then scale.
Chrome
The Chrome material node type should be used for all kinds of chromic and metallic materials. When more control about scale and orientation of the surface structure is required, it is recommended to use brushed metal instead. Many metal type presets are available within the properties dialog box.

- Metal Type
- High reflective chrome material, aluminum, amorphous carbon, silver, gold, cobalt, copper, chromium, lithium, mercury, nickel, potassium, platinum, iridium, silicon, amorphous silicon, sodium, rhodium, tungsten, vanadium, andiron.
- Reflection Color
- The higher the brightness the higher the reflection on the surface. Black means no reflection; white gives full reflection. Click the color field on the right to open the color chooser; when the chrome reflection is colored, reflected objects are also colored.
- Roughness
- The roughness parameter controls light refractions on top of the surface. The higher the value, the more rough the microscopic structure on top of the surface and the more blurred are the reflections.
Brushed Metal
The brushed metal material node type is able to simulate any type of metal; it gives full control about the scale and orientation of the surface structure. Many metal type presets are available within the properties dialog box.

- Metal Type
- Custom reflectivity, aluminum, amorphous carbon, silver, gold, cobalt, copper, chromium, lithium, mercury, nickel, potassium, platinum, iridium, silicon, amorphous silicon, sodium, rhodium, tungsten, vanadium, and iron.
- Glossy Color
- The higher the brightness the higher the reflection on the surface. Black means no reflection; white gives full reflection. Click the color field on the right to open the color chooser; when the chrome reflection is colored, reflected objects are also colored.
- Brush Mapping
- This Property setting belongs to the brush orientation; planar, radial, and triplanar options are available to generate the desired surface structure.
- Roughness U/V
- The roughness parameter controls light refractions on top of the surface. The higher the value, the more rough the microscopic structure on top of the surface and the more blurred are the reflections. Different values for horizontal and vertical roughness provide every type of refraction behavior that is known from metallic surfaces.
- Size U/V
- Affects scale and direction of the surface structure when no texture is assigned to the bump map channel.
- Bump
- Bump mapping enables the creation of structure to the materials surface. The Bump slider controls the height of that effect. A higher value results in more depth structure. If a texture is assigned to the bump map channel, it is used as a pattern figure on surface illustration. If no texture is assigned, the structure results from property setting Size U and Size V.
Unicolor Carpaint
Generates a single-colored car lacquer material with customizable coating effect on the top of the surface.
- Base Color
- This attribute defines the basic color, the main characteristic of the material. The slider enables changing the brightness; click the color field on the right to open the color chooser.
- Clear Coat Color
- Changing the brightness relays to the reflection intensity of the clear coat effect. It possibly adds a color to the glossy effect of the coated surface.
Metallic Carpaint
A metallic carpaint material got additionally small particles made of metal (flakes) on top of its lacquer layer. Those particles increase the brightness within the angle of incidence. Color and size of flakes is customizable.

- Base Color
- This attribute defines the basic color, the main characteristic of the material. The slider enables changing the brightness; click the color field on the right to open the color chooser.
- Flake Color
- The setting defines the color of the metallic particles on top of the lacquer layer.
- Clear Coat Color
- Changing the brightness relays to the reflection intensity of the clear coat effect. It possibly adds a color to the glossy effect of the coated surface. The checkbox enables you to deactivate the coating effect.
- Roughness
- The roughness parameter controls light refractions on top of the surface. The higher the value, the more rough the microscopic structure on top of the surface and the more diffuse the reflections.
- Reflectivity
- Controls the intensity of reflection on the surface. The higher the value the more the influence from environment and objects around.
- Flake Size
- Belongs to the size of the metallic particles on top of the lacquer layer.
Flipflop Carpaint
This type of carpaint material provides two layers of flakes on top of the base color. Its appearance depends extremely on the viewing angle between surface and observer. The effect is commonly known from show cars and toy cars.

- Base Color
- This attribute defines the basic color. The slider enables changing the brightness; click the color field on the right to open the color chooser .
- Flake One Color
- The setting defines the color of the metallic particles on top of the lacquer layer.
- Flake Two Color
- The setting defines the color of the metallic particles on the second layer of flakes.
- Clear Coat Color
- Changing the brightness relays to the reflection intensity of the clear coat effect. It possibly adds a color to the glossy effect of the coated surface.
- Roughness
- The roughness parameter controls light refractions on top of the surface. The higher the value, the more rough the microscopic structure on top of the surface and the more diffuse the reflections.
- Reflectivity
- Controls the intensity of reflection on the surface. The higher the value the more the influence from environment and objects around.
- Flake Size
- Belongs to the size of the metallic particles on top of the lacquer layer.
Glass
Glass material is used for all different kinds of transparent materials for example, glass, acrylic glass, diamond. It provides furthermore the ability to simulate liquids. Presets help on quick setup.
- Medium
- Presets for all kinds of transparent materials and liquids.
- Transparency
- Changes the level of transparency. A click onto the color field on the right opens the color chooser; it enables changing the base color of the glass material.
- Specular Color
- Sets the material's color for surfaces glossy reflections. The slider enables changing the brightness; click the color field on the right to open the color chooser.
- Reflectivity
- Controls the intensity of reflection on the surface. The higher the value the more the influence from environment and objects around.
- Roughness
- The roughness parameter controls light refractions on top of the surface. The higher the value, the more rough the microscopic structure on top of the surface and the more diffuse the reflections.
Carbon / Carbon 2D
Carbon is a fiber material with typical pattern and coating on the top. It is often used to decrease the weight of sport vehicles to the minimum.
Carbon is a triplanar shader; Carbon 2D is used in case of planar projections.

- Diffuse Color
- This attribute defines the base color of the material. The slider enables changing the brightness; click the color field on the right to open the color chooser.
- Glossy Color
- Sets the material's color for surfaces glossy reflections. The slider enables changing the brightness; click the color field on the right to open the color chooser.
- Clear Coat Color
- Changing the brightness relays to the reflection intensity of the clear coat effect. It possibly adds a color to the glossy effect of the coated surface. The checkbox enables you to deactivate the coating effect.
- Roughness
- The roughness parameter controls light refractions on top of the surface. The higher the value, the more rough the microscopic structure on top of the surface and the more diffuse the reflections.
- Reflectivity
- Controls the intensity of reflection on the surface. The higher the value the more the influence from environment and objects around.
- Pattern
- All typical patterns are included within VRED.
- Pattern Size
- Scales applied pattern.
Tire
Tire material supports different textures for rim and profile within one node. Rubber shading rounds off whole thing.

- Diffuse Color
- This attribute defines the base color. The slider enables changing the brightness; click the color field on the right to open the color chooser.
- Glossy Color
- Sets the material's color for surfaces glossy reflections. The slider enables changing the brightness; click the color field on the right to open the color chooser.
- Roughness
- The roughness parameter controls light refractions on top of the surface. The higher the value, the more rough the microscopic structure on top of the surface and the more diffuse the reflections.
- Reflectivity
- Controls the intensity of reflection on the surface. The higher the value the more the influence from environment and objects around.
- Bump
- Bump mapping enables the creation of structure to the materials surface. The Bump slider controls the height of that effect. A higher value results in more depth structure.
- Textures
- Markings textures relating to rim; profile belongs to the pattern of the running surface.
Velvet
The velvet material mimics the reflection behavior of velvet by darkening the regions of an object where the surface points almost directly to the viewer and brightening its edges up (where the surface is viewed at grazing angles).
- Diffuse Color
- This attribute defines the base color. The slider enables changing the brightness; click the color field on the right to open the color chooser.
- Glossy Color
- Sets the material's color for surfaces reflections. The slider enables changing the brightness of the reflections; click the color field on the right to open the color chooser.
- Darkening
- Controls the intensity of the diffuse component. The default value is 1.0; everything greater than 1 darkens the material, a value less than 1 lightens it up.
Woven Cloth
Woven cloth material contains presets for all usual types of fabric. The properties dialogue enables casual users on setting up customized cloth material without using an external image-processing tool for example, Photoshop.
- Cloth Preset
- Various fabric presets are shipped with VRED.
- Diffuse Color
- This attribute defines the base color of the material. The slider enables changing the brightness; click the color field on the right to open the color chooser.
- Yarn Colors
- Enables you to customize the color of the yarns. The sliders changing the brightness; click the color field on the right to open the related color chooser.
- Darkening
- Controls the intensity of the diffuse component. The default value is 1.0; everything greater than 1 darkens the material, a value less than 1 lightens it up.
- Texture Mode
- If the object already contains an UV mapping, UV coordinates are used. Triplanar generates mapping new from scratch.
- Pattern Size
- Adjusts the scale of the fabric pattern.
Line Chrome
The Line Chrome Material is a special variant of the chrome materials for line geometries. This material does not work on triangle based or NURBS geometry.
- Reflection Color
- The Specular Reflection color.
- Use Roughness
- Turns the material to be glossy instead of specular.
- Line Width
- The width of the line geometry.
Measured
VRED supports the usage of measured materials. Those kinds of materials contain inter alia surface reflection information that considers reflection behavior from different viewing angles - it ensures a photo realistic illustration within the render view.
- Measurement
- Loads the BTF measurement file.
- Exposure
- Controls the representation intensity of the measured material. A threshold about 1.0 gives the optimal result.
Measured Carpaint
This material type aligns to the measured material. It additionally enables adjusting the refraction index of the scanned material within its properties.
- Measurement
- Loads BTF measurement.
- Exposure
- Controls the representation intensity of the measured material. A threshold about 1.0 gives the optimal result.
- Fresnel IOR
- Controls the refraction index of the clear coat layer. When loading a BTF measurement it is initialized to the measured refraction index.
Office Color Science (OCS) Material
The Office Color Science (OCS) Material allows you to load BRDF files exported from CI- Navigator. The CI-Navigator is a software system by Office Color Science Co., Ltd. that calculates metallic and pearlescent paint formulations from measurements of given target paint samples. The BRDFs of those measurements and simulations can be exported by CI-Navigator in a VRED compatible BRDF file format (*.pbrdf).
- OCS BRDF
- Loads a BRDF file.
- Exposure
- Controls the representation intensity of the measured material. A threshold about 1.0 gives the optimal result.
- Clearcoat
- Checkbox to disable coating.
Shadow
Shadow material is transparent by default. It is only shaded where precalculated ambient occlusion shadows take place.
- Occlusion intensity
- Controls the intensity of shadowed areas.
- Occlusion Color
- Sets the color for ambient occlusion shadows.
- Shadow Color
- Sets the color for shadows from light sources (like point lights).
Multi Pass
MultiPass materials can display multiple materials in different layers on top of each other. It enables you to setup dirt, promotion labels, and other types of complex materials.
It can be created in two different ways; the first usesdrag and drop assignment within the render view. Right-click opens a dialog box that lets you select Add as Multi Pass. Both materials (before assigned and dragged) are present within the newly created material as different layers. The second creation method is the related create context menu entry. The node is created and all materials that should be present within the layers are also assignable by dragging but this has to be done within the material library itself.
Changing the drawing order of layers could be done within the material editor from standard UI.
Layered
A layered material allows you to stack multiple materials on top of each other. Unlike the multipass material, the order of traversal is determined by the normal of the geometry. This allows it to use the layered material as a two-sided material.
Additionally glass materials are handled in a special way. If two glass materials are added to the layered material the index of refraction of these glass materials are adjusted in a way that allows to use them in glass-on-glass contact situations. If you add more than two glass materials, only the index of refraction of the first and last glass material is considered, all other glass materials get an Index of Refraction of 1.0 and act as a color filter if material density is turned off.
Changing the drawing order of layers could be done within the material editor from standard UI.
Switch
A switch material can contain several materials but only one of them is visible at the same time. The creation is done on the same ways already known from the creation of mutipass or layered materials. Either on dragging within the render view - Create Switch Material mus be selected or by dragging within the material library. If several material variants should be assigned on creation, have them selected and execute the context menu command Create Switch from Selection.
If a switch material is selected the all material variants are present within the Switch Choice section below the library. Click a child material to open its properties. Double-click a child material to activate it.
Light Portal
A light portal is a guide for photons coming from the environment. The bounding box around all light portals in the scene is used as a target for photon emission from an environment. This allows you to limit the photons to certain areas of the scene instead of shooting many more photons.
During still frame antialiasing all light portal materials are set to invisible in raytracing mode.
- Visibility
- Sets the opacity of the material. This is useful for placing the light portal.