Material scale looks too small! Add Roughness Texture for better effects Optional. Texture preview is now more clear in the Preview. From the same menu as the Generic material. Easy peasy! Like this: Like Loading Looking forward to more tutorials like this. Leave a Reply Cancel reply Enter your comment here Fill in your details below or click an icon to log in:. Email Address never made public. Follow Following. Ravenors Design Academy Join 3, other followers.
Sign me up. Even objects like a blue plastic ball are not perfectly blue a couple of days or weeks after they leave the shop. Everything gets a bit dirty or faded out there in the real world. The obvious exception to this is if you are creating shaders for studio renders of product design, where everything has to look like it just came out of the packaging box — clean, shiny, perfect.
In this case you may use solid colors as the Diffuse of your VrayMtl. Use your judgement and decide whether the material needs to be super slick for a studio render, or a bit used to make a believable real-world scene. You can either use a color by clicking on the color swatch green rectangle , or you can set up a Map by clicking on the small square next to the color swatch orange rectangle.
You can also scroll down to the Maps tab and assign the texture there. Most Maps in V-Ray work this way. If you are working by eye and accurate colors are not required, choosing the color from the 3ds Max color picker is fast and easy, and it works. The problems start when you want to match a color from an external application like Photoshop. If you choose the same RGB value in both applications the results will be different if you are using proper gamma 2.
This seems a bit complicated for just getting a simple color in 3ds Max, but currently there is no automatic way to do this. The same goes for the blacks, only black holes absorb everything; the rest of the world reflects at least a small portion of the light.
Using overbright colors will not only look non-realistic, but it will also increase the render times, as the light needs to be bounced around more. The 10 to range is for Photoshop textures and VrayColor gamma corrected colors. This blur is caused by Texture Filtering. It is used to avoid more artifacts on small, sharp patterns by blurring everything. There are a couple of ways to solve this problem. You can reduce the blur setting in the Bitmap Coordinates tab. Something like 0.
Or you can disable the filtering altogether in the Bitmap Parameters tab. This works just as well for making everything sharper, but is not as flexible. Most of the time, you can try reducing the Blur so you can keep at least some control over the softness of the texture.
It is very important to reduce blur or turn off filtering for all the textures you are using. Especially so with the Diffuse and Bump textures. Keep in mind that sometimes results might be too sharp. In that case, slowly increase the Blur value until the render looks good. There are not a lot of materials where it is useful, but some most common examples could be chalk and dust.
Higher values — flatter look, use your eyes to make a judgement on how much the materials needs it. The most common examples are metals and glass. This is just a general guideline, sometimes you might need to give a bit of a color tint to a metal or glass to match your photo reference, but still — start with near black and adjust it only if necessary. To the left you have an incorrect approach with yellow Diffuse and yellow Reflections, to the right you have a physically correct look with near black Diffuse and yellow Reflections.
Perhaps it can be easier to understand how the Reflection works, if you imagine it as a layer on top of the Diffuse. Use a darker color and the Diffuse starts to show through. Drop it down to pure black and only the Diffuse is visible. The Reflections just like most other maps in V-Ray can be defined by using a color, a map, or a texture.
The problem lies in that it reflects the light equally at all angles. Real world objects have different strength of reflections, depending on viewing angle realtive to your line of sight. In general, the lower the angle, the stronger the reflection becomes. Even some materials that appear to be non reflective initially, reflect quite a bit, when they are near parallel to the direction you are looking at.
Notice how the reflection gets stronger as the floor goes further from the camera or as as closer it approaches the edge of the bowling ball. The smaller the viewing angle, the stronger the reflection. To imitate this effect in Vray, you can use the Fresnel Reflections option.
In general it is a good idea to use Fresnel for every material you create. The difference between chrome and concrete lies in the Fresnel IOR value. This value determines how exactly this reflection falloff occurs. To access it, turn off the L button.
The default value of 1. Decreasing glossiness makes the reflections blurrier. The effect is somewhat similar to taking a fine sandpaper to our shader and roughing the surface up. This comes with a cost, though: the more blurry your reflections get, the harder it is for Vray to calculate them, thus, the result is noisier and the render time increases.
For very rough surfaces, try not to go lower than 0. Bake Vector Displacement?? A utility material that allows you to generate displacement maps for Vector displacement when used along with texture baking. It requires that you have a low poly base geometry and a high poly target geometry.
You can then generate a map that when used with vector displacement turns the base geometry into the target geometry. Thus instead of just being in a positive or negative direction, displacement can occur in many combined directions. In this video, learn the basics of applying qualities to materials in Vray for SketchUp to create photorealistic materials! If so, please consider supporting me on Patreon click here to support or by visiting my Support the Show Page!
I started using SketchUp as part of my work as a general contractor in I quickly realized the power of the software and started using it for personal projects. I started The SketchUp Essentials as a place to share easy to follow SketchUp tutorials and tips to help everyone harness the power of 3D Modeling in their lives. When not working with SketchUp, I enjoy playing soccer and spending time with my wife and our two dogs.
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