V-Ray for 3ds max Wood Floor Material

Software:
3ds max 2019 | V-Ray Next

An example of varnished wood floor material in V-Ray and 3ds max.
The material uses a VRayBlendMtl with 2 connected VRayMtl sub materials to simulate a natural wood base layer coated by a glossy varnish layer.

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Explanation of the material node graph:50770279_2476404922388832_853261524695777280_o.jpg

  1. The wood color (Diffuse texture)
  2. The wood black and white detail texture (used to add reflection detail)
  3. The wood bump texture (actually the same as the reflection texture just color corrected to whiten most details except the lines separating the wood planks)
  4. The reflection texture is color corrected to to intensify it prior to it being connected to the base wood layer material:
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  5. The reflection texture is color corrected to to decrease its intensity prior to it being connected to the varnish coat blend:
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  6. The base layer natural wood material with the Diffuse, Reflect and Bump textures connected to it:
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  7. The varnish coat material with the Bump texture connected to it:
    * Note the Fresnel Reflections is turned off because the Fresnel reflection is calculated by the Falloff map (8)
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  8. The Falloff map that defines the amount with which the varnish coat material covers the base wood material,
    A combination of Fresnel reflection intensity/Angle with the pre-processed reflection detail map (5):
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  9. The final VRayBlendMtl combining the base wood material with the varnish coat material using the Fresnel Falloff blend map:
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Related posts:

  1. Fresnel Reflections
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Simple Snow Material in VRay for 3ds max

Software:
3ds max 2019 | V-Ray Next

A simple way to create a snow material in V-Ray for 3ds max is to combine a VRayFastSSS2 material with a VRayFlakesMtl using a VRayBlendMtl.
The VRayFastSSS2 creates the soft translucent shading for the snow, and the VRayFlakesMtls adds sparkling highlights.

  • Note that depending on the scene and view scale,
    The VRayFlakesMtls ‘flake glossiness’, ‘flake density’ and ‘flake size’ have to be tweaked to achieve the wanted result.

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3ds max Island / Seashore opacity underwater tip

Software:
3ds max 2016

When creating a surface submerged in sea water,
Theoretically, it’s the Volume Absorption or ‘Fog‘ of the water shader that should do cause the surface to disappear under water.
But in many cases that doesn’t work well because we don’t actually model enough extended surface under the water for it to completely disappear without seeing the surfaces geometric edges that spoil the result.

One of the oldest tricks in the book is to use a Gradient Ramp map in the surface’s Opacity channel to make it gradually disappear before the geometry ends.

This can be done in most  3d software and render engines, I’m demonstrating it here using 3ds max and V-Ray:

Island

 

V-Ray – Underwater rendering tip

Software:
3ds max 2019 | V-Ray Next

I decided to do some test renders for an underwater swimming pool scene with 3ds max and V-Ray,
And happily found out that my initial geeky academic approach to the subject was actually outdated and unnecessary.
> look down at the bottom for the correct sample renders.

In this example there is a VRaySun & VRaySky for the daylight render setup and a Caustics calculation to create the light lensing effects on the under water surfaces.

The wrong way:
Having ancient habits in the subject,
I first flipped the water\air surface’s normals so they’ll point down into the water (towards the camera), And set the water material’s IOR to 0.75 ( 1 / 1.333 ) so instead of being an “air to water” material, it will become a “water to air” material.
This produced a non realistic result.
Viewed from underwater, the air surface should have a very dominant mirror reflection at most angles.Untitled-1.jpg

 

The Correct Way:
It seems that in V-Ray nothing special should be setup in terms of the water material.
You don’t have to create a special water-to-air material like I thought at first.
Its a regular water material, and the water surface is facing upwards like it should,
And when the camera is underwater it renders the water surface correctly as an air surface from withing the water.

The pool water material setup:
Note that Affect Shadows is turned off so the surface will generate caustics and not fake transparent shadows, and that Reflect on back side is turned on to produce more detailed reflections.
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This produced the following result in which the reflection/refraction look correct but the water is still too simple:Untitled-2.jpg

Improved wave deformation for the water surface, added detail using a Noise bump in the water material and a sense of depth with Volumetric Fog:Untitled-4.jpg

Finally remembered to activate Reflect on back side at the water material to add more realistic reflection detail, some basic contrast in the V-Ray VFB,
And a shark because I couldn’t help it…. 😀
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V-Ray Next’s PBR’ness

Software:
3ds max 2019 | V-Ray Next

A quick test of V-Ray Next‘s PBR workflow,
Namely designing materials while previewing them using V-Ray,
Defining the material properties using the new (to V-Ray) Metalness attribute, and using Roughness rather than Glossiness, shows good results IMO.

Results are generally consistent through Blender & Cycles, Maya & Arnold, and UE4.

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Related Posts:

  1. V-Ray Next – Metalness
  2. Metal In UE4
  3. Fresnel Reflections

Maya – Setting the V-Ray Sun direction according to location, date and time

Software:
Maya 2018 | V-Ray 3.6

To set the VRaySun photometric light source diretion according to the location in the world, the date and the time:

  1. Select the VRaySun parent node – ‘VRayGeoSun1Transform‘ and rotate it so its Z axis points to the architectural plan’s south.
  2. Select the VRaySun node – ‘VRayGeoSun1‘ and in its attributes un-check Manual Position.
    This will make the location / date / time parameters accessible.
  3. Set the GMT zone of you architectural project’s location in the world, the Date and time.
    * haven’t found how to set daylight saving time….

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Related:
V-Ray for Maya Physical Camera
V-Ray for Maya White Balance
Daylight system addon for Blender

V-Ray for Maya toon shading

Software:
Maya 2018 | V-Ray 3.6

Toon shading in V-Ray consists of two elements:

  1. A VRayToon node that creates a graphic contour effect on the rendered image.
  2. A flat shader that uses surface luminance data to define color areas.
    * A VRayLightMtl can be used for that.

Creating the VRayToon node:

  1. Click the Create V-Ray Toon button in the V-Ray toolbar to create a VRayToon node.
  2. 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:

  1. Create a VRayLightMTL node as the object’s surface shader.
  2. Create a Ramp texture node, connect it’s output color to the VRayLightMTL’s color input and delete it’s accompanying 2D placement node.
  3. Create a surfaceLuminance node and connect it’s output to the Ramp node’s V Coord input.
  4. Optional remapValue node between the surfaceLuminance node and the Ramp node to clamp the luminance values.
  5. Optional floatMath node to scale or manipulate the surfaceLuminance output value.

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Related:
Arnold for Maya Toon Shading