GOOGLE
ADS
|
BASIC
TECHNIQUES FOR VRAY ADVANCED
|
![]() CLICK IMAGE TO ENLARGE |
TOPICS
COVERED: |
![]() CLICK IMAGE TO ENLARGE |
![]() |
Setting the GI environment to .6 caused the result above. Note: The "blown out" effect is also due to the Target direct Light in the scene. In combination with lights, high GI Environment multipliers can cause unwanted results. By contrast it is possible to light a scene using only the GI Environment. |
![]() CLICK IMAGE TO ENLARGE |
2.1
Increase the GI Environment Multiplier to 1.0 and turn
off the Target Direct Light (Direct01) |
![]() |
3.1 Set your GI Environment to .4 and pick a similar color to the one below. Even
on the darkest nights in the middle of nowhere there will
always be some sort of "ambient light"(varying
degrees of course). Light from the stars, moon, or like in
many night scenes, light from surrounding buildings and gereral "civlilization" can
create enough ambient light to see an object...even if the
object has no light source of its own. (All of this depends
on the scene you are rendering) A good way to get this general
ambient light is to use the GI environment. |
![]() CLICK IMAGE TO ENLARGE |
3.2 Make sure the light Direct01 is off and then select and turn on the light "Inside Omni". This light simply provides some interior lighting so its not so dark. 3.3
Render the scene and you should get something similar to
the image on the left. |
![]() CLICK IMAGE TO ENLARGE |
![]() |
4.1 Open the Material Editor (M), click on an empty material slot and click the top right button that says "Standard". (If the button says VRayMtl then you didn't select an emty slot) 4.2 When the Material/Map browser opens select VRayLightMtl near the bottom of the list as shown on the left.
|
![]() |
Back in the Material editor you can adjust the settings of your Vray Light material. Play with the color and multiplier to get the desired results.
|
![]() CLICK IMAGE TO ENLARGE |
Aslo you can use a standard MAX material with self illumination to produce geometric lights. The curving tube has a rainbow bitmap in the map slot under self illumination. The material is a standard MAX material. |
5.1 Turn off the light "Inside Omni" and turn on the Light "Direct01". 5.2 Under VRay Environment, adjust the GI Environment as we had it before when we made the direct sunlight renders. Give the multiplier a value of .3 and adjust the color back to a light yellow. 5.3 Select the sphere on the top of the structure and assign the "Yellow1" material to it. 5.4 Render the Scene and you should get a result similar to the image on the left |
Roll over the image to see the effects of color bleeding. Light is bouncing off the sphere and onto the surrounding objects. Though this effect does happen in the real world, I often see it over exaggerated in renderings. You can desaturate your materials (or their corresponding bitmaps) to lessen this effect. |
![]() |
6.1 From the top menu click Rendering then click environment (Or just press "8") This brings up the Environment and Effects Dialog box. 6.2 Under the Atmosphere rollout click the "Add" button. Select VRay Toon from the list that appears. 6.3 Scroll down a bit in the Environment and Effects Dialog box to see the VRay Toon settings and change the line from pixels to world by clicking on the "World" radio button. Give the line thickness a world value of 6" as shown above. |
![]() CLICK IMAGE TO ENLARGE |
6.4 Render the scene. You should get a similar result to the image on the left. Note: You can modify the color and thickness of the line to get desired results. Also you can use a custom bitmap in the color slot of the line if you prefer. |
![]() |
7.1 Switch to Camera02 and make sure the light "Inside Omni" is turned off. 7.2 Press "8" to open the Environment and Effects dialog box. Under the Atmosphere rollout select VRay Toon from the Effects list. With VRay Toon selected click the delete button. For this example of interior lighting we want the VRAY Toon effect turned off. 7.3 Select Pane01, right-click in the viewport and select VRay properties as seen on the left. |
![]() CLICK IMAGE TO ENLARGE |
7.5 Render the scene. It should look like the image on the left. It is obviously to dark. As cool as VRAY is, most of the time it needs some help lighting interior scenes. In other words, a Direct light alone isn't enough. This is where the VRay Lights at the windows come in. Notice they are positioned right outside of the window (adjust the positioning to fit your specific needs) and are the same shape as the window |
![]() |
7.6 Select VRayLight01 and click the modify tab on the control panel 7.7 Turn on VRayLight01 by clicking the checkbox under the Parameters rollout. The other five VRAY lights in the scene are instances of Light01 and should turn on as well. Make sure "Invisible" is checked. If it isn't, the light from Direct01 won't be able to pass through the VRay Lights. |
![]() CLICK IMAGE TO ENLARGE |
7.8 With the lights on, render the scene. You should get a result similar to the image on the left The image looks somewhat grainy with the default VRay Light settings. To correct this we can change some settings in the VRay QMC Sampler rollout. |
![]() |
7.9 Open the Render Scene dialog box if it isn't open already. (press F10) 7.10 Click the Renderer tab and scroll down to the "VRay QMC Sampler" rollout and expand it if it isn't alread open. 7.11 Adjust you settings to match the image below: |
![]() CLICK IMAGE TO ENLARGE |
7.12 Render the scene. Notice how the adjustments we made reduced the graininess to a more tolerable level. However, the render time has doubled. You'll have to toggle the settings in the QMC Sampler until you reach a level that optimizes quiality and Speed. This is easier said than done and of course it varies from scene to scene. |
![]() CLICK IMAGE TO ENLARGE |
Comparison of settings. The yellow arrows show the dividing line of the same scene with the different settings. |
GOOGLE
ADS
|
![]() CLICK IMAGE TO ENLARGE |
High Dynamic Range Image (HDRI) The HDRI file used in this tutorial was created by Aversis. Visit www.aversis.be for more tutorials on HDRI lighting and many other VRAY topics. 8.1 Switch to Camera03 and unhide the following objects: Bowl, Glass, Teapot, Torus Knot and Water. 8.2
Render the scene. You should get something similar to the
image ond the left. |
![]() |
8.3 Press "M" to open the Material Editor. Click on theVRay HDRI material in the top right. |
![]() |
Note: |
![]() CLICK IMAGE TO ENLARGE |
8.4 Drag the HDRI material from the material editor into both environment slots located in the VRay Environment rollout of the render scene dialog box. Choose instance when promted and click ok. |
![]() CLICK IMAGE TO ENLARGE |
8.5 Before we render the scene we need to turn off the light Direct01 and make sure that the GI Environment multiplier is set to 1 (highlighted in yellow above) . Since the only thing lighting the scene will be the HDRI light, the GI Environment multiplier needs to be higher. Note: You can, for example, use a direct light (sunlight) in conjunction with HDRI lighting. But, its a good idea to have one more powerful than the other to avoid burnt out images (see section 2) Make sure your HDRI parameters are the same as the image above. (play with the settings later) 8.6
Render the scene. Your results should be similar to the
image below. |
![]() CLICK IMAGE TO ENLARGE |
![]() CLICK IMAGE TO ENLARGE |
9.2 Render the scene. Your results should be similar to the image on the left. |
GLASS
SETTINGS
![]() GLASS SETTINGS |
WATER
SETTINGS |
![]() |
9.3 Glossy Reflections Change the settings for the red, green and yellow materials to match the following. (Leave the diffuse colors alone) Adjust the Refl. glossiness to .85. The lower the value the more glossy the material.
|
![]() CLICK IMAGE TO ENLARGE |
Render the image. Results should be similar to the image on the left.
|
FROSTED
GLASS
![]() CLICK IMAGE TO ENLARGE |
FROSTED
GLASS SETTINGS Note the increase in render time. For animations you might want to find another way to achieve this effect. Remember we are still using Basic render settings. Our custom Irradiance Map (IR Map) is setup for quick rendering. Higher quality IR maps will and higher output resolutions will significantly increase render times. That being said I have managed to render animations with moving objects using these "low" custom IR map settings without any noticable "flickering."
|
![]() CLICK IMAGE TO ENLARGE |
![]() CLICK IMAGE TO ENLARGE |
Plane with displacement applied.
|
![]() CLICK IMAGES TO ENLARGE |
<Here is the diffuse map
<Here is the displacement map
Remember that the white areas get extruded the most and the black areas extruded the least. Keep that in mind otherwise you may get unwanted results. I spent some time in Photoshop making certian ares pure white or pure black in order to aviod "spikes" in the displaced geometry.
|
![]() ![]() |
To create a VRAY displacement map 1. Select the object you want to apply the VRay Displacement to. 2. Apply a Mesh Smooth Modifer to the object and set the iterations to zero.
|
![]() |
3. Apply a VRay Displacement modifier.
|
![]() |
4. Adjust the settings to match the image below: In the common params, highlighted in yellow, there is a button to add a bitmap for displacement. This is where I added the black and white stone image seen above.
|
GOOGLE
ADS
|
ALL
CONTENT © 2006 VRAY ELITE
UNLESS NOTED OTHERWISE |
ALL
3DS MAX FILES AND TUTORIALS WERE CREATED
BY JOE PIZZINI UNLESS NOTED OTHERWISE |
VRAY
ELITE IS NOT AFFILIATED IN ANY WAY WITH CHAOS
GROUP THE MAKERS OF VRAY. VRAY ELITE.COM IS ADMINISTERED BY JOE
PIZZINI |