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Introduction


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  • This lesson will take you through creating a V-Ray Blend Material building on the standard V-Ray Material
  • The information centers around the Basic Parameters for the V-Ray Blend Material
  • This lesson topic is approximately 30 minutes in length
  • This Lesson covers all 3 Learning Cycles for the Lesson Topic – Lecture, Demonstration, and Activity
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Contents


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Overview


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Goal – Develop the look for the owl statue. Assign textures to create different looks  

Objective – We will use several Attributes to create and alter a material in the scene to make an object have material variations                        

Outcome – You will be able to manipulate the attributes of the V-Ray Blend material to create layered and multi-material looks

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Available materials


To set up the lesson follow the links below and download all available materials.

Lesson plan download
Presentation (Lecture) download
Demonstration tutorial 1 download
Demonstration tutorial 2 download                                       

Scenes & Assets download          


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Lecture



1. Terminology

Here’s some terms to be aware of when thinking about the V-Ray Blend Material

  • Base material

    • The material that sits at the base of the Blend

  • Coat materials

    • A material that lies on top of the other materials similar to a varnish or a shell

  • Blend amounts

    • The way two or more materials blend across a surface

  • Bump map

    • Simulating  shape or surface details by perturbing the surface normal of an object via a texture

 

а) Blend Materials in the Real World

In real life, we see surfaces with more than one material all the time.

  • For example this column has a gold leaf material on some parts with stone for all the other parts

  • If this column was varnished then this would behave like a coat material on top of both the Gold leaf and Stone materials

 

 


b) Material Blending in the Real world

Many surfaces in the real world blend multiple materials

  • Materials can be blended quite suddenly

    • Lets take a pencil, as well as the graphite writing lead, there is also the wood of the pencil itself (it f the pencil is also painted this gives you yet another material)

  • Materials can be quite gradual in their blending

    • Such as worn varnish on a wooden table

  • Some surfaces can have multiple materials making them up blended in complex ways

    • So  painted old wooden door would have not only the painted wood, but the unpainted wood and Metal parts would have Not only painted metal, but rusty metal each with their own surface detail.

 

 

2. V-Ray Blend Material


  a) V-Ray Blend Material Overview

  • V-Ray native shader provided with V-Ray

  • Can be used to layer several V-Ray compatible materials together in an efficient manner

  • It can be used to create complex materials like car paints, etc. 

  • It begins with a base material and applies other materials (coatings) on top of it. This works like a stack, each coat material blends between its own shading and that of the materials below it in the stack

  • You have great control on how the coats sit on top of each other as well as the base by using textures

 

 


b) V-Ray Blend Material Basic Attributes

  • Base Material

  • Coat Material

  • Blend Amount

 

 

 

c) Base Material

  • The base material over which other materials are layered.

 

 


d) Coat Material

  • There can be one or multiple Coat Materials and they are blended via The Blend Amount

 

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e) Blend Amount

  • Specifies how much of the final result is contributed by the corresponding coating material, (and the rest of the materials below it.)

  • Black and white map sets the transparency of the Coat Material the Bend Amount for that Coat Material

  • White = opaque, black = transparent

 

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f) Blend Amount Controlled by VRay Fresnel

  • VRayFresnel is a simple texture map that allows you to blend two colors or maps based on the angle of view and an index of refraction

  • When connected to the Blend Amount it blends the materials based on a Fresnel reflection

 

 


g) VRay Fresnel IOR

  • Different IOR’s will control the Fresnel in different ways and blend the materials differently

  • IOR stands for Index of refraction and different real world materials can have a different IOR

  • VRay Fresnel can simulate this by using the correct IOR for a real world material

 

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h) VRay Fresnel IOR

  • Different IOR’s Give different results

  • This is particularly obvious in the Reflection channel your render

 

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IOR 1.3

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IOR 1.5

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IOR 8.0

 

  • Different IOR’s have a different effects visually on the way the materials in the VRay Blend material come together.

 

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IOR 1.3

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IOR 1.5

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IOR 8.0

 

Conclusion



a) Base Material

  • The base material over which other materials are layered

b) Coat materials

  • There can be one or multiple Coat Materials, Blended via The Blend Amount

c) Blend Amount

  • Can be controlled via a value or a connected texture such as VRay Fresnel

  • Black = transparent, White  = opaque

  • Each Coat Material has a Blend Amount

d) Blended V-ray Materials can be placed in other V-Ray Blend Materials as Base or Coat materials            


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Demonstration



Time to see it work!

Watch while I demonstrate how to set up a basic V-Ray Blend material.

Demonstration tutorial 1
Demonstration tutorial 2

 

                             

 


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Activity



Time to do it yourself!

Use the provided scene file to set up the V-Ray Blend material for the owl

The next slide provides a capture of the final Shading Network used for your reference

 

 

Dialing in the right values

  • Multi_Coat0_Mask = Area_Mask.jpg

  • Multi_Coat1_Mask = Lines_Mask.jpg

  • Multi_Coat2_Mask = Eyes _Mask.jp

  • Multi_Coat3_Mask = Eyes_Mask_02.jpg

 

                   


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Additional resources


 

Find more training resources listed below: