The cglSurfaceCarPaint car-paint material combines 3 layers: Base: A blend of diffuse/metallic shading with a view-angle color mix Metallic flakes: Distance blended procedural metallic flakes Clear coat: Glossy clear coat layer with built-in procedural bump irregularity
And has been tested with:
Blender & Cycles
Maya & Arnold
3ds max & V-Ray
A VRayToon node that creates a graphic contour effect on the rendered image.
A flat shader that uses surface luminance data to define color areas.
* A VRayLightMtl can be used for that.
Creating the VRayToon node:
Click the Create V-Ray Toon button in the V-Ray toolbar to create a VRayToon node.
In the VRayToon node attributes, set line thickness, color, and more graphic properties.
* if you created a VRayToon node and it’s not selected RMB click the Create V-Ray Toon button in the V-Ray toolbar and choose Select VRayToon node.
* To delete the VRayToon node, select it and press Delete.
Creating the toon shader:
Create a VRayLightMTL node as the object’s surface shader.
Create a Ramp texture node, connect it’s output color to the VRayLightMTL’s color input and delete it’s accompanying 2D placement node.
Create a surfaceLuminance node and connect it’s output to the Ramp node’s V Coord input.
Optional remapValue node between the surfaceLuminance node and the Ramp node to clamp the luminance values.
Optional floatMath node to scale or manipulate the surfaceLuminance output value.
Animated sequences require ‘Temporal Denoising’ in order to achieve a flicker-less result. ‘Temporal Denoising’ means that in addition to taking into account neighboring pixel data, the denoising process also takes into account pixel data from adjacent frames in the animation.
For that reason, the V-Ray Denoiser render Element can’t simply be used during the render process like we can use it when rendering still images,
And the animation sequence is denoised after it has been rendered, and stored with extra data needed for the V-Ray Denoiser to work.
Update: In V-Ray Next the vdenoise.exe tool has a GUI that allows loading sequences easily.
In versions of V-Ray prior to V-Ray Next the vdenoise tool has to be operated through command line with the following easy steps:
General sequence denoising setup that has to be done just once:
1) Create a command line denoising script batch file, and store it in the Windows ‘Send to’ folder:
Write the following script to a new text file.
* this script is from an article by Tomasz Wyszołmirski – Dabarti Studio.
"C:\Program Files\Chaos Group\V-Ray\Maya 2018 for x64\bin\vdenoise.exe" -inputFile="%denoiser_input%" -useGPU=2 -display=0
Save the file named ‘Denoise Sequence.bat’ in the Windows Send to folder.
* to find the Windows Send to folder quickly open the Windows ‘run’ utility and type: shell:sendto.
Render setup for denoising:
2) In your Maya scene, In the Render Settings window, In Render Elements tab, add a Denoiser Render Element.
3) Select the vrayRE_Denoiser Render Element,
And in the Attribute Editor, under Exta V-Ray Attributes set ‘Mode’ to ‘Only Generate Render Elements’.
4) In Render Settings > Common > Image File Output:
Choose exr (multichannel)
Connect the different texture options as inputs to a VRayMultiSubTexNode and connect it to the wanted material input.
In the VRayMultiSubTexNode attributes, set Get ID From to Random by Render ID.
* Press add new item in the VRayMultiSubTexNode attributes to add one or more inputs to the list.
By default V-Ray for Maya, when Production Engine is set to CUDA (GPU), resizes all the textures to 512×512 in order to save GPU memory.
Naturally, this may cause the textures to appear blurry and lacking detail in the rendered image.
To avoid this,
In Render Settings > V-Ray tab > Production renderer,
Set GPU Resize Textures to Full Size Textures, so the textures will not be resized at all (but consume more memory),
Or On-demand mipmapping, so the textures data will be optimized to reduce memory consumption (but not quality) in a pre-render process.
To get full size textures in IPR mode, do the same in the IPR tab