Just select them to see a drop-down containing a long list of possible materials and textures that you can choose from the list.
Once you select the appropriate material or texture, the interface will fill itself out with the available options. However, be warned that if you decide to change your selection after you’ve tested a few options, you’ll lose all the settings that you have entered.
Specialty material nodes
Materials are the foundation of how V-Ray controls the look of an object. As such, different applications use different methods to define their materials (also known as shaders). The new VRayPluginNodeMtl exposes many new shaders which we can categorize in a few different ways:
The first thing you’ll notice is that all the shaders that you normally acquire from the standard material library will also be available in the VRayPluginNodeMtl dropdown. You’ll see that they look slightly different as far as the UI; however, the same settings are there.
One thing that can be increasingly useful for people wanting to have more control of their shading networks are shaders that only represent a certain part of the shader diagram. For example, you’ll notice that there is a BRDFDiffuse. This shader only results in diffuse color with no specular component at all. You can then manually add your specular to this BRDF using a specific specular model of your choice; for example, you may want to use the BRDFGGX one – that is the new default in the standard V-Ray Material – or you may choose to use the BRDFCookTorrance, which is only available as a plugin node.
So, from within 3ds Max, users have access to those same shaders using V-Ray and can use the same familiar controls they know with either Unreal or Unity.