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  • Wrapper material.

    Apparently the Wrapper material doesn't seem to be affecting anything at all.
    Honestly, I don’t know much about this material in depth, but I tried using it to get rid of the fireflies in my mesh light (sphere), and it didn’t work.​

    Captura de pantalla 2025-05-04 100044.png


  • #2
    I managed to filter the global illumination from the mesh using a VRayLight material.
    I set up an Override Material with 30 strength for the light and 0 strength for global contribution.

    The question is: am I using Wrapper wrong, or is the material just not having any effect at all?
    Keep in mind I don't have much experience with V-Ray – I might be making some mistake here.

    Thanks.
    Captura de pantalla 2025-05-06 191530.png

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    • #3
      I found the same Wrapper Material properties in the object settings, but I couldn't disable the Global Illumination there either.

      Captura de pantalla 2025-05-07 180827.png
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      This gallery has 1 photos.

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      • #4
        Hello prv_works

        The Object Properties tab allows you to add matte and surface properties per object in the scene. You can also access these properties through the Object Tree inside the V-Ray Node Editor.

        blender_2025-05-09_17-00-04.png

        The V-Ray Wrapper Material does the same as the Object Properties, but per object material. Both of these options wouldn’t work when applied to lights, as they are not intended to do so.

        You can check how to set them up in our documentation:
        1. Object Properties
        2. V-Ray Wrapper Material
        3. V-Ray Mesh Light

        V-Ray lights have their own set of properties, which might allow you to restrict some visibility options and control the effects they have on the scene, such as not affecting diffuse, reflections, or specular in materials.

        Example:
        blender_2025-05-09_17-03-15.png

        If anything here is unclear or if I can help with a specific workflow you have in mind, don’t hesitate to continue the discussion.
        Daniel Kapsazov | chaos.com
        Chaos Support Representative | contact us

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        • #5
          Hi daniel.kapsazov

          Thanks for your response. Yes, I'm familiar with controlling light contributions (diffuse, specular, etc.) through overrides.

          However, my example is a bit more complex. From the beginning of this thread, what I've been trying to achieve is this:

          Imagine a scene with:
          1. A polygonal mesh light source (e.g., a filament bulb) acting as the visible emitter
          2. A separate, non-visible (to camera) disc/rectangular light that actually illuminates the scene

          The goal is to have my mesh object:
          • Contribute to direct lighting (for proper glass refraction/reflection)
          • But NOT contribute to global illumination (GI)

          This is crucial because:
          • The filament is a complex, high-poly mesh
          • It's extremely small in scale
          • It's virtually guaranteed to cause fireflies throughout the scene

          I understood that Wrapper Material could isolate the filament's GI contribution, but as shown in my initial posts, this doesn't seem to be working. Those white speckles on the walls in my first image are almost certainly from this issue.

          Could you verify this?
          A simple test:
          • Create a very small light-emitting object in a large environment
          • Configure it to contribute to diffuse/specular but NOT GI
          • If you succeed, I'd love to see your material setup

          Thanks in advance for your help!


          01.png

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          • #6
            Take a look at this example - I think I've (mostly) solved the second test case I mentioned earlier.

            Instead of eliminating global illumination through Wrapper Material, I used an Override Material approach:
            • Assigned the same VRayLight material to GI contribution
            • But reduced it to 1% of its actual light intensity

            New question about this implementation:
            Why is it providing so little light for primary bounces, when my GI reduction was only meant to affect secondary bounces?

            Apologies for mixing two different examples here - I believe they're related to the same core issue. If preferred, I can separate this into a new thread.

            I see two possibilities:
            1. There might be limitations in the features I'm trying to use.
            2. Or perhaps my lack of experience is preventing me from solving this correctly.

            To the seasoned VRay users in this forum: What are your thoughts?

            Thanks in advance!

            01.png

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            • #7
              Hi prv_works, Sorry for the late reply, and thank you for the detailed explanation, now I understand what you're trying to achieve.

              Oddly enough, when I attempt to replicate the effect, I don’t get any fireflies in my scene. I have a lightbulb with a Mesh Light (Intensity = 15) assigned to the filament, along with a V-Ray Light to illuminate the scene.

              bulb.png
              If you're seeing fireflies in your setup, you could try using the Firefly Removal option under Render Properties > Image Sampler > Bucket
              blender_2025-05-13_18-45-22.png
              If that doesn’t resolve the issue, it might be a good idea to share your scene so we can take a look on our end.​
              Attached Files
              Last edited by daniel.kapsazov; 13-05-2025, 08:57 AM.
              Daniel Kapsazov | chaos.com
              Chaos Support Representative | contact us

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              • #8
                I'm going to test this approach:
                The Firefly Removal setting in Render Properties.
                Appreciate the help!​

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                • #9
                  the usual VRay way of doing that is VRayLightMtl for the filament - not producing illumination by default. mesh lights act like like light mtl (computationally) but produce illumination by default.
                  Marcin Piotrowski
                  youtube
                  CGI OCIO config 04

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