Thursday, April 15, 2010

V-Ray Lesson 4

Good textures to get are from : Arrowway or BOSCH

To create velvet-cloth material:
Use in diffuse a Falloff material and set the front side two two colors a dark and a light color.Highlight glossiness 0.8 And set the bump to a wallpaper bumpmap
Now use falloff into diffuse.

Shiny tooth type material:
Set reflect to white, Refl glossiness to 0.9. Now go to Diffuse and set to falloff.
For front color set gold color in the side, copy the front and make really dark.
Turn on Fresnel and click on the letter L on the right, this will unhide Fresnel IOR. increasing the amount makes the object more reflective. Scroll down to section BRDF, if you set the anisotropy to a negative, then the reflection is vertical, if you put a positive fraction, then the reflection is negative

Reflection map you can regulate the intensity of reflection on each pixel. If you put a map in, reflection in white parts will reflect maximum, in black no reflection. Normally, if you get a material, you get a diffuse map, a bump map and a reflection map if it is a reflective material.

How to make reflective tiles:
Set reflect to white, refl gloss to 0.95 and fresnel turned on and set IOR to 2.2. or depending on tipe of reflection you want. Now go to the reflect and assign a reflect bump map, set tiling 4x4. Next assign the same map to the bump by copying it. Finally, set the diffuse map and make sure you set the tiling 4x4.
For large areas, use similar type of tyle maps. If you are doing a small area, best to use a map that has variation tiles as a block.

How to make wallpaper that has reflection items on it:
Assign a reflect bump map and assign it to the reflect color set refl glossiness to 0.7
Now set the bump map and the diffuse map.

Say you want to create your own reflection and bump map:
Take a picture and first check if the object is tiled.
In Photoshop:
Use offset and move the object horizontally or vertically and see if you have any cuts in it. Then adjust hue and saturation to set the color of the texture. And set levels to highlight white and black parts. Create, bump, reflect and dissuse map.

Now to the material:
Set glossiness 0.6, set reflect map as a bitmap. You can adjust the intensity of the Reflect under the Maps options.
Next set the bump map, and set the intensity to -20.

To create polished rock material:
Turn on Fresner, and then apply a reflect bitmap.
Set Glossiness to 0.6
Fresner IOR - 2.5
Then apply bump around 60 intensity and diffuse map.

To create less reflective rock material:
Turn on Fresner, and then apply a reflect bitmap.
Set Glossiness to 0.62
Fresner IOR - 2.4
Then apply bump around 60 intensity and diffuse map. And set map to 450x450x200 on the wall.

How to make better leather material:
Fresner on and IOR to 2, set a bitmap map in reflect.
And Refl glossiness 0.65.
Copy reflect map to bump. And assign diffuse.

Metal 1:
Copy color of Diffuse to Reflect and set refl. glossiness 0.7.
Then put a bitmap to the Refl.glossiness option, i.e. a metal bitmap. Then set strength to 50

Metal 2 - for Tube
Copy color of Diffuse to Reflect and set refl. glossiness 0.7.
Go to BRDF option, open drop down and you can select type of reflection material. For tube type metal material, setting a 0.5 in anisotropy will make the reflection around the object, with a -0.5, will set te the reflection along the tube.

Metal 3 - Chrome:
Diffuse 220, copy to reflect and set glossiness to 1. By modifying high glossiness, you can set the bleak higher without distirtion of a reflection. To turn it on, click the L and set it to 0.65

How to make better glass:
Arch-glass good use for windows and for glass on shelves in furniture.
First - Diffuse set to black, Reflect is white color. Fresner on. Turn on High glossiness. Set it to 0.98. In order to increase the reflection, we increase Fresner IOR to 2.5.
Set refract to 240 color and Affect shadows on.


In order to increase render time. first create materials, then select lights. but while you are adjusting lights, make sure you block materials to increase render time.
Go to materials, the open Vray in option Global Switches. The click Overrise materials. Then drag a black grey material into the None area of next to the override. You can click override exclude to not affect an object.



To draw an object, instead of materials, but a wired and lighted scene.
Go to a bank material, set the Diffuse darker value 100. And then set a VrayAdjustTex into the Diffuse map. In its options, set the diffuse color to 50. Twice less than the original color.

Vraylight:
VrayIES allows a different type of light distribution in the VrayIEA Parameters, click on None and apply an IES file.

To light up an exterior scene, you need two types of lights. One for the sky and the other for the sun.
Open Vray setup and open Vray-environment option. Here turn on the GI Environment. Set it to 0.8. Sky should have a smaller multiplier than the sky. Set color to white.
Now open Indirect Illumination tab and turn it ON.
Next open the rolled Irradiance map. Change the preset to medium. And check show calc phase and show direct light

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