![]() To imitate this effect in Vray, you can use the Fresnel Reflections option. If you look directly at something (90°), the reflection is much weaker than if you look at it with a small angle. The smaller the viewing angle, the stronger the reflection. Notice how the reflection gets stronger as the floor goes further from the camera (or the closer it approaches the edge of the bowling ball). Even when some materials initially appear to be non-reflective, they will reflect quite a bit when they nearly parallel to the direction you’re looking at. In general, the lower the angle, the stronger the reflection becomes. Real world objects have different strengths of reflections, depending on the viewing angle relative to your line of sight. The problem is that the light reflects equally at all angles. So, why does our material look so artificial? In general, it may be best to keep the Reflection value in the range from 1~230 for realistic results. Also, it’s best to use a Map or a Texture instead of a simple color. The same principle of Diffuse map applies– if it’s not a shiny, slick studio render, there are bound to be some imperfections in the reflection amount. The Reflections (just like most other maps in V-Ray) can be defined by using a color, a map, or a texture. (It’s not entirely as simple as that, but that’s the general idea on how Diffuse and Reflection interact.) Drop it down to pure black and only the Diffuse is visible. Use a darker color and the Diffuse will start to show through. At 100% strength, it shows pure reflection of the environment, lights, etc. Perhaps it can be easier to understand how the Reflection works if you imagine it as a layer on top of the Diffuse. It also features a lot more options than Diffuse. This week, we’ll be moving on to: ReflectionĪfter Diffuse, Reflection is the second most important component of the VrayMtl. Last week, we talked about the Diffuse tab. The information covered here is generally useful in V-Ray for C4D, but the specific fields and values may be different. While the example images are from 3ds Max, the same concepts and settings can be used in V-Ray for Maya. We’ll cover the theory behind many of the features of the material and give you specific examples of settings and tricks to use. Karl, turned around and said to us: "remember, fussy doesn't fuck." And so we ventured forth into the unknown.In this series of Turbo Tips, we’re giving you an in-depth guide to regular V-Ray Material. That was THE yuppiemobile to have South Africa in 1996, but it looked a little out of place amongst the ageing VW kombis and landrovers parked in the fertile grasslands. We pulled into the Rustlers Valley Music festival in Karl's Opel Astra 200ts. ![]() There you go - you've completed the tutorial and know you know how to create a wireframe material with V-Ray! Lets reset the colour of both VRayEdgesTex maps to white, and render our camera view again. If it is grey, the wires are semi-transparent. This map in the opacity section works just like an alpha channel - If it is white, the wires are 100% visible. To do this copy the VRayEdgesTex map from the diffuse channel to the opacity channel in the maps rollout of our "wireframe" material. Lets modfy the "wireframe" so that it is transparent, with just the white "wires" visible. (you can just drag and drop it from the material editor onto the teapot). (triangular faces as opposed to rectangles)Īssign the "wireframe" material to your teapot/3d object. Notice too that you can change the thickness/units of the VRayEdgesTex map and that you can choose to show the hidden edges too. You can change it to any colour you like, but let us leave it as white for now. (This means the wires of the wireframe material will be white. ![]() You will notice that the default colour for the VRayEdgesTex map is white. Rename this material "wireframe"Īdd a map to the diffuse channel of the material (by clicking the little square box next to the diffuse colour swatch). (Open up the material editor and change the first material in the material editor to a VrayMtl). Add a camera to the scene too.Ĭreate a normal V-Ray material. The fist thing we need to do is create an object that we will apply our wireframe material to, in my case I made a simple teapot. To complete this tutorial you will need 3DS Max with V-Ray. Welcome to this tutorial on making a wireframe material with V-Ray.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |