Wednesday, April 14, 2010

V-Ray Lesson 3

Vray material:
Go to Materials "M" and change the standard material to - Vraymtl
There are 3 main options:
1 Diffuse - Main color
The option for Diffuse is roughness, its function is to reduce the amount of reflection of light.
2 Reflect - strength of object reflection within an object, by changing the color (from white to black changes the reflection) 0 (black means reflection is turned off)
In real life, reflection works depending under which angle you are looking at it. This is called the Fresnel law, hence, set check Fresnel reflections. If this is checked, then set the Reflect color to white - 255.
However, the reflection is too perfect. If you put a stick into the ground and shine light on it, at the base the shadow will be sharpest but as it goes higher it gets more diffused.
Raytracer is good for reflection, however it cannot determine the amount of blurring that a reflection may have.
A better way is the MonteCarlo method, instead of 1 light ray, it uses a bunch of light rays at one point to calculate reflection. To turn it on, you have to modify Refl. glossiness. Monte Carlo is turned on, if the value is less than 1.
To modify the accuracy of MonteCarlo, increase the Subdivs to a higher number.
Use interpolation - gets rid of distortion by using blur. (don't use it, because it sometimes gets rid of smaller items)
Max depth - amount of times a light can bounce. i.e. how many times a mirror will reflect itself from another mirror. Exit color is the color that the reflection will take after it exhausts the reflection amount.

3 Refract - transparancy, similar technique as Reflect, i.e. by changing colors
If Reflect and Refract are all set to 0(black), then all the other options won't be working.



For rug: use vraydisplace, carpet displace into the bump-map. 2D maping, Amount 3, although if you are doing on a 3000 size, then 1 or 1.5. Resolution 1500 and Precision 15.
Next, create a material vraymtl, in diffuse set the carpet material and set the roughness to 0,4.

For a reflection object, such as a tile floor: In order to set proper setting, place bitmap into diffuse last, so that you can adjust the reflection and refraction accordingly. If you can have a tint color, you can set the color in the reflect to that tint color. To have a proper reflection of an object, copy the Diffuse color to Reflect. However, to make proper reflection, check Fresnel reflections, set Reflect color to white, 255. And set the Refl. glossiness to 0,85. Subdivs of 20. Next scroll down to "Maps" and assign a bump map to Bump and a texture map to Diffuse, all under "Maps".


To create matte material - wallpaper :
Set Diffuse-texture bitmap and bump-texture bit-bump-map and set Roughness to 0.25
To create brick:
First go to bumpmap, amount -50, apply diffuse bitmap and set the roughness to 0.55

Plasticy materials:
1. Check Fresnel Reflections on, then set Reflect color to 0 (255).
2. Set Refl Glossiness from 1-0.5
1.0 - chrome, metal
0.9 - glass, plastic, car paint
0.8 - perfect wood polish
0.7 - wood
0.6 - flat plastic, plastic cover, skin
0.5 - polished rocks

For polished wood:
Check Fresnel Reflections on, then set Reflect color to 0 (255)
Set Refl. glossiness to 0.75 and subdivs to 9
in Diffuse set the bitmap to wood

For leather:
Check Fresnel Reflections on, then set Reflect color to 0 (255)
Set Refl. glossiness to 0.65
Then set the leather bump and then the leather diffuse.

For metal:
Make sure that the Diffuse and Reflect are the same colors and Fresnel is turned off.
For production type metal, such as steel, use Refl Glossiness of 0.5 and diffuse/reflect of 50
sand papered metal, use Refl Glossiness of 0.7 and diffuse/reflect of 120
polished metal, use Refl Glossiness of 0.9 and diffuse/reflect of 200
Chrome, mirror, use Refl Glossiness of 1 and diffuse/reflect of 220

For transparrent items:
1. Set diffuse to black (10).
2. Set reflection to white and turn on Fresner Reflections.
3. Set Refl. Glossiness 0.95
4. Refract - the lighter the color the more transparent it is. 240 - if for normal transparency. You can set the color of the glass here too.
5. Make sure you set the check box effect shadow on.
6. Glossiness (under refract option), set it around 0.9 (this option sucks a lot of memory)

Self lighting material:
Change type of material to Vraylightmtl. Self set.

Now, for rendering without distortions, go to render, click tab settings. Under DMC Sampler, modify Noise threshold. The smaller the better. The finest is 0.001. A normal is 0.005

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