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Introduction


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  • This presentation will take you through adding texture detail to a model using various V-Ray textures to add dirt and patina, as well as render as a wireframe
  • The information centers around the VRayEdgesTex, VRayDirtTex and VRayCurvatureTex texture nodes
  • This lesson topic is approximately 40 minutes in length
  • Presentation covers all 3 Learning Cycles for the Lesson Topic – Lecture, Demonstration, and Activity
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Contents


Overview
Available Materials
Lecture
Demonstration
Activity                                 
Additional resources                                                                                


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overview
overview
Overview


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Goal – Create more interesting shading networks by incorporating custom V-Ray Textures into our materials
Objective – We will incorporate three of the V-Ray Textures into our 3D scene           

Outcome – You will learn a few different ways to apply the VRayEdgesTex, VRayDirtTex, and VRayCurvatureTex nodes to your materials to achieve specific effects

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availablematerials
Available materials


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

Lesson plan download
Presentation (Lecture) download
Demonstration tutorial download
Scenes & Assets download                                                                                                                                                            


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lecture
lecture
Lecture



1. Terminology

Custom textures help you achieve special render needs and effects

Here’s some terms to know when thinking about V-Ray textures:

 

 a) Edges Texture Overview

 

 

b) Edges Texture Parameters

 

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Show Hidden Edges: Off

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Show Hidden Edges: On

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Width Type: Pixels at 1.0

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Width Type: World units at 0.1

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c) Dirt Texture Overview

 

 

d) Dirt Texture Parameters

  

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Distribution: 0

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Distribution: 1

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Invert Normal: Off

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Invert Normal: On

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Ignore Self Occulsion: Off

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Ignore Self Occulsion: On

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e) Curvature Texture Overview

 

 


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Dirt Texture

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Curvature Texture

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Curvature is a good way to blend between materials (like red and blue here) to give a worn out look particularly at crevices, seams, and at the edges of rounded corners

f) Curvature Texture Parameters

 

 

Conclusion


a) Self Occlusion

b) Invert Normal

c) Sampler Info

 

                                                                                                                


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Demonstration



Time to see it work!

Watch while I demonstrate how to create and configure the V-Ray textures to build an interested in look for our robot.
Demonstration tutorial

 

                           

 


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activity
Activity



Time to do it yourself!

Use the provided  scene file to recreate the cinematic look as you have seen me demonstrate.
We have also provided a final scene for your reference.

 

 

Dialing in the right values

  • Layered Texturewith remapHsv connected to bump Map of vrayBumpMtl (Value points 0,0; 0.137,0.033; 0.191,1 w/ Spline int.)
    • dirtMask_W_02.jpg Multiplied over vrayCurvature texture
    • vrayCurvature with Sample spread = 0.600
  • VRayMtl with vrayDirt texture connected to Diffuse Color used as Base Material for vrayBlendMtl
    • Occluded Color =
    • Unoccluded Color =
    • Radius = 2
    • Distribution = 4
    • Bias Y = 2
    • Ignore Self Occlusion = On
  • Blue chrome vrayMtl created for Coat 0 in blendMtl
    • Same HSV remap from Bump used for Blend Amount
  • Gray/Green dust vrayMtl created for Coat 1 in blendMtl
    • Snow texture used for Blend Amount
  • VRayBlendMtl used as Base Material for VRayBumpMtl

 

                        


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additionalresources
additionalresources
Additional resources


Find more training resources listed below: