In standard material “shader basic parameters” there is a tick box for “Face Map”. I have this standard material and on top of that a VRayMtlWrapper
How can I make the same thing with JUST VRayMtl and not using standard and mtlwrapper?
It’s for a partical system with “facing” particles
I have a particle system with the particle type set to “facing”. In other words each particle is a plain that always faces the camera. In standard material there is an option for shader type “face map”. So then if you have a radial gradient in opacity slot, it will apply this over each plain individually. So you see a nice round particle fading at the edges. No uv needed.
If I take that same opacity map and stick it in a vraymaterial, each plain renders just as a plain, and the opacity has no effect so you see square plains being rendered
I currently have the standard material with face map in a mtlwrapper. So dont need it in a mtlwrapper.
Unless by that you mean I can use a vraymtl as base instead of the standard, and then the new feature could be in mtlwrapper and so replacing the standard as I’ll have a vrymtl as base inside a mtlwrapper?
Yes I got that part, what I didn’t get was what would be the reason for this?
So I can use normal VRayMtl instead of the standard material inside a VRayMtlWrapper?