Open a gold material, in its environment field place a bitmap of an environment. Instead of bitmap use agp picture.
Go to output in the environment , place output amount to 3, check the box enable color map. Right click the node at the bottom left and right click on it and make a bezier. and pull it down.
To have a similar effect for other materials, go to the original material output list, under maps option, copy the environment node.
Caustics:
In order to work, need a target direct and vray materials. All you have to do is go to render options, under indirect illumination, go to the caustics options and turn on the check box for caustics.
Modify the multiplier to 2, to make it a bit brighter. Search dist modifier blurs the caustics. The higher the value, the softer the caustics (less detail). 4 is a decent number. For Max photons, number of photons that dispurses is responsible for the detail, set to 500.
However, to do it right, you have to select the direct light object, right click on it and select VRAYproperties. The option caustics subdivs is responsible for the detail, 3000 to 5000 is a good value to have for detail.
To make a plane where the object stands. To do this, you have to apply a material that has an opacity map as a gradient.
Then go to Vray-render options. Go to V-Ray Environment and turn on the skylight by checking the box. Set the color to white and multiplier of 0.3.
Further, turn on the Global Illuminations, but don't use lightcache, because it doesn't have high detail. Use brute source, it is perfect for outside scenes where the light doesn't bounce around.
As far as presets in irradiance map, its best to use high preset. However, due to caustics it will take a long time, so medium is the best option. And click show calc face and show direct light.
To simulate a scene with sun beating through the window.
If you have a room with a table and chair with flower on top, and the room has a window, don't place glass in the window since it will slow down calculation.
Best to use a light source into the window with a multiplier 30. Also check Invisible box to get rid of the actual light. And unclick affect reflection, so that there will be no reflection of the light source.
The other would be a direct light with a multiplier of 3-9 thousand. If you have a lot of windows, more than 50%, then easier to use skylight.
Secondary light is used as a light source, either attached to the ceiling, or on the wall behind the viewing area. With a low multiplier. (0.5-2).
For a scene, go to standard light and place a directional light. turn on Shadows and from drop down list, select Vrayshadow. In intensity/color option, set multiplier to 3. Next under Directional Parameters, place hotspot to 500.
Next, create a vray light and place it just outside of the window with arrow touching the window outside. The light should be the same size as the window. Set multiplier to 30, subdivs to 20, turn on invisible and uncheck affect reflections.
Next, setup secondary lighting. Using vray light. To do this, set it up in the top view, so that the size of the light is not completely covering it, i.e. about 4/5 of the area and raise it just a few inches below ceiling. For these settings, have the same setup as the previous, except, set the multiplier to 2 and uncheck box ignore light normal. (means this will make the light only shine where the arrow is pointing to, otherwise it wil shine to the sides as well)
Next in the render setup, under vray go to color mapping, reinhard of burn rate at 0.3 and uncheck affect background.
Then turn on Global Illumination. As secondary bounce, set Light Cache with a multiplier lower than 1, 0.95. Set saturation to 0.25. Irradiance map, current preset set to medium. Under Hemisphere subdivisions, the higher the better quality reduces fuzz. 80 is a lot. 30 is a decent amount.
Detail enhancement not really too useful, only when final render.
check sample visibility is used when you have very thin objects and light shines as a thin line. Check this for final render. (only when this effect is present on the scene)
Check show calc face and show direct light.
There is a function under indirect illumination, in irradiance map. Under mode, if it set to single frame, every time you run new render, it calculates light distribution again a new. If you want to save time, use multiframe incremental however, it is not perfect. (for video, this is a must, to save time only if all objects are still)
You can also save caustics under a file so that it doesn't recalculate.
Further, for Light Cache - take the image size add width and height and then divide by 4. That is the number to use for subdivs.
Check show calc phase and check pre-filter.
Now, under settings tab, change the noise threshold.(affects all processes) 0.001 is the best. 0.003 is very good.
If you have a problem with RAM, you can various settings to use memory. Static eats all of the memory all of it-may crash max. Dynamic - uses memory in blocks, and set the Dynamic memory limit to about 2k to 3k MB.
Next, create a vray light and place it just outside of the window with arrow touching the window outside. The light should be the same size as the window. Set multiplier to 30, subdivs to 20, turn on invisible and uncheck affect reflections.
Next, setup secondary lighting. Using vray light. To do this, set it up in the top view, so that the size of the light is not completely covering it, i.e. about 4/5 of the area and raise it just a few inches below ceiling. For these settings, have the same setup as the previous, except, set the multiplier to 2 and uncheck box ignore light normal. (means this will make the light only shine where the arrow is pointing to, otherwise it wil shine to the sides as well)
Next in the render setup, under vray go to color mapping, reinhard of burn rate at 0.3 and uncheck affect background.
Then turn on Global Illumination. As secondary bounce, set Light Cache with a multiplier lower than 1, 0.95. Set saturation to 0.25. Irradiance map, current preset set to medium. Under Hemisphere subdivisions, the higher the better quality reduces fuzz. 80 is a lot. 30 is a decent amount.
Detail enhancement not really too useful, only when final render.
check sample visibility is used when you have very thin objects and light shines as a thin line. Check this for final render. (only when this effect is present on the scene)
Check show calc face and show direct light.
There is a function under indirect illumination, in irradiance map. Under mode, if it set to single frame, every time you run new render, it calculates light distribution again a new. If you want to save time, use multiframe incremental however, it is not perfect. (for video, this is a must, to save time only if all objects are still)
You can also save caustics under a file so that it doesn't recalculate.
Further, for Light Cache - take the image size add width and height and then divide by 4. That is the number to use for subdivs.
Check show calc phase and check pre-filter.
Now, under settings tab, change the noise threshold.(affects all processes) 0.001 is the best. 0.003 is very good.
If you have a problem with RAM, you can various settings to use memory. Static eats all of the memory all of it-may crash max. Dynamic - uses memory in blocks, and set the Dynamic memory limit to about 2k to 3k MB.
To make a 360 view of the camera. Go to Vray render setup, scroll down to V-Ray Camera, select type Spherical, check override FOV and set FOV to 360. Also make sure that the width to height ratio is 2:1.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhj2a8Std3JP9lp7ctVQgI3IxHKbRVL4nvPTkrHdjRmVAP4GSvct83zSt1snET-OLgycUmYZZ93vShtFc6wjN27Un1ZD5iVA-PmkPdPLSTnDzvVVDiBslbAsuJK-Zx2fLPSZtMQdD3TIko/s320/360view.png)
Physical Sun:
To light up the scene using properly calculated physical values of the sun. Using Vraysun. Best not to raise the sun above 50 degrees. Further, a special sky is made as well, called Vray Sky. Color mapping cannot be used in this setup. The only way to supress the light saturation is to use the vrayphysicalcamera.
To set it up. place the vraysun into the scene and the turn on the GI. In the camera setting, set the white balance setting to D65. (daylight)
The only thing that makes sense to modify in the sun options is the sky model. The setup Preetham is the vray setup. The CIE is the company that made the original calculations. The two settings correspond to clear or overcast weather.
Neat plugs:
Craft Direct plug - need physics chip
Rayfire plug
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