To set up the lesson follow the links below and download all available materials.
Here’s some terms to be aware of when thinking about the V-Ray Blend Material
The material that sits at the base of the Blend
A material that lies on top of the other materials similar to a varnish or a shell
The way two or more materials blend across a surface
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
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
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
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
h) VRay Fresnel IOR
Different IOR’s Give different results
This is particularly obvious in the Reflection channel your render
- Different IOR’s have a different effects visually on the way the materials in the VRay Blend material come together.
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
- Gives fine degree of control for Bump maps and all other material channels
Anchor demonstration demonstration
Time to see it work!
Watch while I demonstrate how to set up a basic V-Ray Blend material.
Anchor activity 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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