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07-848 2005

V-Ray for SketchUp

Generic

This page provides information about the Generic material in V-Ray for SketchUp.

Last updated 1 September 2026

This page provides information about the Generic material in V-Ray for SketchUp.

Overview

Generic is a special V-Ray material, that allows for better physically correct illumination (energy distribution) in the scene, faster rendering, more convenient reflection and refraction parameters. Within this material you can apply different texture maps, control the reflections and refractions, add bump and displacement maps, force direct GI calculations, and choose the BRDF for the material.

UI Paths

||V-Ray Asset Editor|| > Materials (right-click) > Generic

||V-Ray Asset Editor|| > Create Asset (left-click) > Materials > Generic

UI Options

The Generic material settings are organized in Basic and Advanced modes. You can switch the mode from the toggle button under the Preview Swatch or globally from the Configuration rollout of the Settings tab.

The Add Layer and Add Attribute buttons are provided for some V-Ray materials, including Generic. For more information, see the Add Attribute and Add Layer sections.

The context menu of the Color slot provides options to Copy and Paste, as well as to Reset the color.

A Reset option is provided in the context menu of each Number Slider. You can reset the slider value to the default one.

Attributes

The attributes available for the Generic material are as follows.

Translucency

Translucency

Bump

Bump

SketchUp2023_VRay6.2_Material_Attributes_Bump

Outline

Outline

SketchUp2023_VRay6.2_Material_Attributes_Outline

Displacement

Displacement

SketchUp2023_VRay6.2_Material_Attributes_Displacement

Raytrace Properties

Raytrace Properties

SketchUp2023_VRay6.2_Material_Attributes_Raytrace

Override

Override

SketchUp2023_VRay6.2_Material_Attributes_Override

Material ID

Material ID

SketchUp2023_VRay6.2_Material_Attributes_Material_ID

Layers

The Layers available for the Generic material are as follows.

VRay Mtl

Emissive

Diffuse Coat

Reflective Coat

Flakes 2

Stochastic Flakes

Generic Presets

View

Generic Diffuse

View

Generic Reflection

View

Generic Refraction

View

Generic Coat

View

Generic Sheen

View

Generic Thin Film

View

Generic Self-Illumination

View

Generic Opacity

View

Generic Quick Caustics (Experimental)

View

Generic Bump And Normal Mapping

View

Generic Multipliers

View

Generic Viewport Display

View

Notes

  • Materials with Normal opacity mode are now migrated to Stochastic opacity mode.
  • The Highlight Glossiness parameter is a legacy plugin. It is migrated from previous versions; however, if it is disabled, the row is hidden and its value is set to 1.
  • Use the Generic 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 materials. Many V-Ray features (e.g. light cache, render elements ) are guaranteed to work properly only with Generic and other V-Ray compliant materials.
  • The Generic material can produce reflections/refractions for matte objects - see Wrapper Material.
  • The 2D mapping method ignores the Tiling parameters specified in the textures themselves.
  • The 2D mapping (landscape) method only supports one UV mapping channel.
  1. Having a very large number of scene objects using materials with 2D Displacement may substantially prolong the geometry compilation phase of the rendering process.
  2. Calculated in the default SketchUp unit - inches.
  3. Prior to V-Ray Next, Update 1 the Fog Scattering section was known as Translucency.
  4. With V-Ray 5, PBR layers are converted to regular material layers.
  5. With V-Ray 5, update 2, all Normal maps of newly-created materials are calculated in Tangent space. The options for Object/World/Screen space normal maps are now considered legacy options. They remain unchanged in materials from older scenes unless the materials are updated to a non-legacy bump mode. In this case, the legacy options cannot be restored back.
  6. When a Bitmap texture is mapped in this slot, its color space is automatically adjusted. Copy-pasting, replacing or wrapping a texture does not trigger this automatic adjustment. It is reserved solely when creating a Bitmap in the specified material slot.