Jumat, 24 September 2010
Creating a lamp-shade material in vray
In this particular example, I have chosen to show how to create a lamp shade material using the “vray 2 sided material”, but you can create other type of similar materials like translucent paper, thin cloth, etc., following the same method.
1) Select your geometry and apply the vray2sidedMat to in, in the material editor.
2) Choose a light grey for translucency. A black value shows the front material (no translucency), while a white value shows the back material (100% translucency).
3) Click on the front material, and assign a vray material with the desired maps for the diffuse and bump slots. Do not assign a back material; leave that slot un-ticked.
4) Place a vray light (sphere) in the center of the lamp shade and scale it vertically.
5) Experiment with the vray light size and multiplier, and the translucency parameter until you obtain the desired result. For this particular scene I used a vray light multiplier of 8, and 201, 201, 201 for the RGB coordinates of the grey (translucency control) but these particular settings may vary depending on your scene, lighting rig and rendering setup.
How to create a furry carpet in 3ds max with VrayFur
In this short tutorial I will show you a way of creating a carpet in 3ds max using vray fur. Before I begin, I need to say that you need to use vray fur ONLY when you absolutely need it (when the camera is really close to that specific object that the vray fur is applied to, or if you need to render at a very high resolution); if not using vray displacement is the way to go. If you decide that you need that you need a very high level of detail in your rendering, than be prepared for higher rendering times.
First, create a plane at the desired dimensions. This will be your carpet.
With the plane selected, go to “Create > Vray > Vray Fur”
By default, the vray fur will be linked to your plane. Assign them a desired material (keeping both the plane and the vray fur gizmo selected) and leave all the rest of the parameters unchanged for the moment.
If you hit a test rendering at this point you should end up with something like the following:
Under the parameters rollout of the vray gizmo, start adjusting the parameters. The “length” is (obviously) for specifying the lengths of the threads in your carpet. In this case I have set it to 4.5 cm, the thickness to about 0.1 cm and left the others as default.
Looking at the test rendering above, it is obvious that you need more threads. You can do this by scrolling down to “Distribution” and increase the parameter right next to “Per Area”.
NOTE: By default this is set to per area, which means that the distribution of the threads will affect the entire area of the object selected, while the “per face” will distribute threads on each face of the object.
After setting the per area distribution to 1.2 I ended up with the following result:
It’s starting to look ok, but at this point it is too uniform and definitely needs some variation.
This can be easily arranged by tweaking the parameters under the variation rollout of the vray fur. All the parameters have very intuitive names so you can understand easily what they do (direction var, length var, thickness var, gravity var)
After having set the direction var to 0.8, length to 0.5, thickness var to 0.7, and gravity var to 0.7, I ended up with the following rendering.
CLICK THE IMAGE ABOVE TO VIEW A HIGHER RESOLUTION RENDERING
Following the same method you can create grass, animal fur or other similar stuff, but again keep in mind that this will take a lot of rendering time.
First, create a plane at the desired dimensions. This will be your carpet.
With the plane selected, go to “Create > Vray > Vray Fur”
By default, the vray fur will be linked to your plane. Assign them a desired material (keeping both the plane and the vray fur gizmo selected) and leave all the rest of the parameters unchanged for the moment.
If you hit a test rendering at this point you should end up with something like the following:
Under the parameters rollout of the vray gizmo, start adjusting the parameters. The “length” is (obviously) for specifying the lengths of the threads in your carpet. In this case I have set it to 4.5 cm, the thickness to about 0.1 cm and left the others as default.
Looking at the test rendering above, it is obvious that you need more threads. You can do this by scrolling down to “Distribution” and increase the parameter right next to “Per Area”.
NOTE: By default this is set to per area, which means that the distribution of the threads will affect the entire area of the object selected, while the “per face” will distribute threads on each face of the object.
After setting the per area distribution to 1.2 I ended up with the following result:
It’s starting to look ok, but at this point it is too uniform and definitely needs some variation.
This can be easily arranged by tweaking the parameters under the variation rollout of the vray fur. All the parameters have very intuitive names so you can understand easily what they do (direction var, length var, thickness var, gravity var)
After having set the direction var to 0.8, length to 0.5, thickness var to 0.7, and gravity var to 0.7, I ended up with the following rendering.
CLICK THE IMAGE ABOVE TO VIEW A HIGHER RESOLUTION RENDERING
Following the same method you can create grass, animal fur or other similar stuff, but again keep in mind that this will take a lot of rendering time.
Kamis, 23 September 2010
Rabu, 31 Maret 2010
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