Friday, April 16, 2010

V-Ray Lesson 5

 Proxy:
Keep all files in a project folder. I.e. just a folder with a name, and have all the texture files, ies, bump maps, max files all in one dump.
To get an object into a scene, use merge function. The object comes in without textures. Make sure you copy textures into the project folder, so that it finds it.
Although, merging objects takes a lot of memory.
A better way is using vray-proxy.
Downside of proxy is that you can't modify it and the worse part is that you can't save materials. However, there is a way around getting materials.

To export:
1. Copy texture materials into the project map.
2. Open the exported object and make sure that the materials don't have high subdivs, if it will be used in the background, doesn't make sense to make it super fine looking.
3. Make all objects attached together. Select one object, go to modified and click "attached list", to select all objects and attach them. By doing this step, one material was also created.
4. Next open Materials "M", using a color picker, click on the object, a new material will arise.

5. Make sure you name the material and object under one name.
6. Next export material, either as a new library, or open an existing one. To import into existin library, open Get materials, click open, find the library, open it. And then, drag the object material into the library and click save.
7. Create proxy. Right click on the object and select VRMesh Export. Select proper path for the file to be saved. i.e. into the project folder.

8. Save materials.

To import:
1. Put it into the scene using VRayProxy.
2. Open materials "M", click on "Get Material". The go to File-> open -> proxylib.mat. Reopen the library if you before applied a texture from the library so that the new material gets refreshed into the window. These materials are combined.

Lighting:

VrayLight - main light source, most used. Difficulty with it is that it decays with distance, so there is a fine line with using the multiplier. Furthermore, the size of the light effects the multiplier. And finally the actually light is seen on the render, hence we have to turn off the object and its reflection.
Works as a plane, sphere and dome (very rarely used).
Set 20 subdivs to get rid of the fuzz. Also, check the invisible box so that in render, you don't see it.
If you have overlighting areas, then the rendering is slow. Hence, to adjust, turn on the color Mapping in the Render setup.
Using type of mapping:
If you are using linear, then it doesn't really do anything.
If you use exponential, it gets rid off the overexposure. HSV is optimal out of those 3. The better option is Reinhard. To modify it:
Option of burn. The less the burn, the less the burnt area. Say 0.3 means 30% is allows to be burnt.

IES is used to engineer light distribution.
For this, there was a VRayIES created. You can download the IES files from the manufacturers websites.
Create VRayIES., make sure that it is pointing in the right direction. Next, go to modify and turn off check box for targeted.
Then click "None" and then select the ies files. To increase the intensity of light (if it isn't given originally), use power. If you placed a light is inside an object, you hae to select Exclude and exclude the object that you don't want to get lit.

Light Material - can be used as neon light. But doesn' work without global illumination. And requires a bit multiplier.
Go to material "M", instead of standard, set it to VraylightMtl. Go to rendered setup GI on. And go to Irradiance map, set current preset to very low and check the two bozes, show calc phase and show direct light.

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