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In this series of Turbo Tips, we’re giving you an in-depth guide to regular V-Ray
Material. We’ll cover the theory behind many of the features of the material
and give you speci c examples of settings and tricks to use. While the example
images are from 3ds Max, the same concepts and settings can be used in V-
Ray for Maya. The information covered here is generally useful in V-Ray for
C4D, but the speci c elds and values may be different.
The VRayMtl is the main workhorse for creating shaders in V-Ray. Eighty
percent of the time, it is all you’ll need to create realistic results that also
render quite fast. It is optimized to work with all other aspects of V-Ray (lights,
GI, sampling, etc.), so it should always be used instead of 3ds Max native
materials.
Main components
Generally, the main components of a CG shader are:
Diffuse
Re ection
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Refraction
Bump
These are the names that V-Ray uses. They may have different names in
different renderers, but the functions are pretty much the same.
Diffuse gives the basic color to the shader; re ection controls how the the
shader re ects light; refraction controls how it lets the light through; and
bump simulates a distortion of the object’s surface.
This week, we’ll talk about the rst of the main components:
Diffuse
The easiest way to understand Diffuse is to think of it as the color of the
object. For example: what color is a tomato? Red! So, the Diffuse color of a
tomato is a red color.
You can either use a color, by clicking on the color swatch (green rectangle,
above), or you can set up a Map by clicking on the small square next to the
color swatch (orange rectangle, above). You can also scroll down to the Maps
tab and assign the texture there. Most maps in V-Raywork this way (below)…
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If you are working by eye and accurate colors are not required, choosing the
color from the 3ds Max color picker is fast and easy. The problems start when
you want to match a color from an external application like Photoshop. If you
choose the same RGB value in both applications, the result will be different (if
you are using proper gamma 2.2 setup in 3ds Max).
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This problem comes from the Gamma correction. Essentially, the RGB values
are brightened in 3ds max with the Gamma curve.
To x it, you must use a Vray Color map in the Diffuse slot.
Set the same RGB values in the color slot and change the Gamma correction
settings to “specify” and make sure it’s set at 2.2
Now, the color of the material matches perfectly with the color you took from
Photoshop.
This may seem a bit complicated for just getting a simple color in 3ds Max, but
currently, there is no automatic way to do this.
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IMPORTANT NOTE:
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White point to 230 as in the example image
9/9/2019 TurboTips: V-Ray Material, Part 1: Diffuse - TurboSquid Blog
below.
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Now let’s try using our adjusted Bitmap in the Diffuse slot.
So, here is our next problem– notice the blurry areas on our model.
Obviously, this is not at all what we want. We want nice, crisp renders. There
are a couple of ways to solve this problem.
You can reduce the blur setting in the Bitmap Coordinates tab. Something like
0.01~0.6 is usually the most useable range. (See below.)
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It is very important to reduce blur or turn off ltering for all the textures you
are using. Especially so with the Diffuse and Bump textures. If you do not do
this, there will be parts of your render that will look ‘blurry’, not to mention
loss of the ne details in textures. Keep in mind that sometimes, the results
might be too sharp. In that case, slowly increase the Blur value until the render
looks good.
Diffuse Roughness
The Diffuse tab has one more option: Roughness. It controls how ‘ at’ the
shading of your object looks.
There are not a lot of materials where it is useful, but some common examples
are chalk and dust. Higher values, atter look: use your eyes to make a
judgement on how much the materials need it.
The most common examples are metals and glass. For extremely
Re ective/Refractive materials, use near black as the Diffuse color [1;1;1;]. If
the material is ‘aged,’ you can increase the lightness a bit, but try to stay in dark
grey area of the lightness scale. This is just a general guideline– sometimes you
might need to give a bit of a color tint to a metal (or glass) to match your photo
reference– but still, be start with near black and adjust it only if necessary.
To illustrate this example, here’s a gold material (below). To the left, you have
an incorrect approach with yellow Diffuse and yellow Re ections, and to the
right, you have a physically correct look with near black Diffuse and yellow
Re ections.
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If there are any topics you’d like to see in a future edition of TurboTips, let us
know in the comments below, or Tweet your question to @TurboSquid
(https://twitter.com/Turbosquid) with hashtag #TurboTips.
Related
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work ow/) part-3/) part-1/)
TurboTips: V-Ray Material, Part TurboTips: V-Ray Blend
TurboTips: V-Ray Blend
5: Workflow Material, Part 1
Material, Part 3
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June 24, 2014
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(https://www.turbosquid.com/)
In this series of Turbo Tips, we’re giving you an in-depth guide to regular V-Ray Material. We’ll cover the
theory behind many of the features of the material and give you speci c examples of settings and tricks to
use. While the example images are from 3ds Max, the same concepts and settings can be used in V-Ray for
Maya. The information covered here is generally useful in V-Ray for C4D, but the speci c elds and values
may be different.
Last week, we talked about the Diffuse tab. This week, we’ll be moving on to:
Reflection
After Diffuse, Re ection is the second most important component of the VrayMtl. It also features a lot
more options than Diffuse.
Perhaps it can be easier to understand how the Re ection works if you imagine it as a layer on top of the
Diffuse. At 100% strength [255;255;255], it shows pure re ection of the environment, lights, etc. Use a
darker color and the Diffuse will start to show through. Drop it down to pure black and only the Diffuse is
visible. (It’s not entirely as simple as that, but that’s the general idea on how Diffuse and Re ection
interact.)
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In general, it may be best to keep the Re ection value in the range from 1~230 for realistic results.
The problem is that the light re ects equally at all angles. Real world objects have different strengths of
re ections, depending on the viewing angle relative to your line of sight. In general, the lower the angle, the
stronger the re ection becomes. Even when some materials initially appear to be non-re ective, they will
re ect quite a bit when they nearly parallel to the direction you’re looking at.
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Notice how the re ection gets stronger as the oor goes further from the camera (or the closer it
approaches the edge of the bowling ball). The smaller the viewing angle, the stronger the re ection. If you
look directly at something (90°), the re ection is much weaker than if you look at it with a small angle.
To imitate this effect in Vray, you can use the Fresnel Re ections option.
In general, it is a good idea to use Fresnel for every material you create. The difference between chrome
and concrete lies in the Fresnel IOR value. This value determines exactly how this re ection falloff occurs.
To access it, turn off the L button. (Note: the default value of 1.6 is only good for glass and maybe some
plastics.)
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water: 1.33
plastic: 1.4-2.4
glass: 1.5-1.8
diamond: 2.4
Reflection Glossiness
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This parameter controls how glossy our material looks. The higher the value, the higher the glossiness. A
perfectly polished surface would have a glossiness of 1 (default value). Since nothing is ever perfect, we
wouldn’t go higher than 0.99
Decreasing glossiness makes the re ections blurrier. The effect is somewhat similar to taking a ne
sandpaper to our shader and roughing the surface up. This comes with a cost, though: the more blurry your
re ections get, the harder it is for V-Ray to calculate them; thus, the result is noisier and the render time
increases. For very rough surfaces, we wouldn’t go lower than 0.35
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This little cheat helps us simulate that look without increasing the render time. There are no rules on how
much to lower the Highlight gloss, so use your eyes to make the judgement– although, generally, a
difference of 1.0 to 1.5 works well.
Generally, it is a good idea to derive your glossiness map from the re ection map (you can overlay a
different texture to make it more interesting). The areas that are less re ective will probably be slightly
more blurry as well. This is not a hard rule. You can break it, as long as the result looks believable.
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This example still needs some Bump to look realistic, but we’ll get to that a bit later.
This setting determines how many samples V-Ray can use to clean up the noise in blurred re ections.
Basically: more samples = cleaner re ections.
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This option sets how many times the re ectionV-Ray Material,before
is traced Part 2: Reflection - TurboSquid
it is converted into Blog
the exit color. This helps
to speed up the renders by reducing the amount of calculations V-Ray has to do for re ections. Here’s an
example with exit color set to blue:
The default settings work well most of the time. If you have a lot of mirrors or other re ective objects, you
might need to increase the max depth, though going higher than ~20 isn’t usually necessary.
Since the re ections are blurred, there will be no negative effects on the image. The values we’ve provided
are more like a rough guide, so you can adjust them if needed.
Lesser-Known Parameters
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ection V-Ray Material, Part 2: Reflection
tab– Interpolation - TurboSquid
is no longer needed,Blog
since it’s much faster
and easier to use light cache for glossy rays in GI settings. Dim distance and Affect channels are only used in
some very speci c cases (more related to scene optimization, not material creation).
BRDF
There are a few other options hidden a bit lower, in the BRDF tab and the Options tab.
BRDF is basically a mathematical model that is used to calculate the re ections and specularity for your
material. There are three types available for you to choose from – Blinn, Phong and Ward. Each one has their
own speci c uses.
As you can see, the main difference is in the way they treat highlights. Phong is the sharpest, Blinn is a bit
more blurred, and Ward is much softer.
There really is no hard and fast rule for which of these to use, but our general recommendation would be to
use Ward for metals and anisotropic materials, and Blinn or Phong (whichever you prefer) for the rest. The
only exception is that it is not recommended to switch to Ward for metals, if the metal is highly polished or
has very sharp re ections (like chrome, gold jewelry, etc.).
Anisotropy
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Anisotropy is used to simulate stretched out highlights. In the real world, these are caused by elongated
micro-scratches that go in the same direction. Below are a couple of example photos; this effect is seen
mostly on brushed metal:
Anisotropy should be set in an interval between -0.99 and 0.99. With values of -1; 0 and 1, it will not do
anything.
The effect becomes stronger as the value approaches 1 (or -1). The difference between negative and
positive values is the direction of the stretching. Positive values stretch re ections horizontally (simulates
vertical scratch pattern). Negative values stretch the re ection vertically (simulates horizontal scratch
pattern).
You can also rotate the the stretching effect to any angle you want by using the Rotation parameter.
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For even more control, you can choose the axis that is used for calculations.
For it to work correctly, Anisotropy needs blurred re ections. If your Re ection glossiness is set very high,
the effect will not work.
Just as with other aspects of V-ray, we can use Maps or Textures to drive the Anisotropy parameters as
well.
You can use an Anisotropy texture with reduced strength to ne tune the exact amount of imperfection it
introduces. Keep in mind that texture maps only work as positive values, so it’s best to combine them with
positive Anisotropy strength. For example (below), we’re using Anisotropy 0.6 + 20% of a texture. The
result looks a bit more natural than just pure Anisotropy.
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9/9/2019 TurboTips:
Rotation maps can be used to change V-Ray Material,
the direction of the Part 2: Reflection
simulated - TurboSquid
scratches. ThisBlog
is good for creating
things like circular patterns or metallic akes that re ect light in random directions. Smooth gradients make
the rotation gradual, while patches of different colors make the transitions sharp, with each shade of gray
having a different rotation value.
Next is Re ect on back side. By default, it is turned off and that’s ne for most materials, since it helps to cut
down on the render time. However, if you are creating glass or other transparent materials, you have to
turn this option ON, otherwise, the result will not look realistic.
And nally, let’s look at the Energy Preservation mode. The default setting of RGB is physically correct,
however, there might be some cases where the result is hard to predict. For example, a white material with
blue re ections (below).
The Re ection amount is subtracted from the Diffuse color. For example, lets take white Diffuse
[230;230;230] and blue Re ections [0;0;230]. So, what do we get when we subtract? We get Yellow
[230;230;0], and that is exactly what we see when rendering this particular example:
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Switch the EPM to Mono and you get a much more predictable result – white Diffuse and blue Re ections.
These types of materials are not common. Change this option only on the rare occasion that you have to
create colored Re ections on top of a bright Diffuse color.
This series of tutorials was made with our friends at Viscorbel (http://viscorbel.com/).
If there are any topics you’d like to see in a future edition of TurboTips, let us know in the comments below,
or Tweet your question to @TurboSquid (https://twitter.com/Turbosquid) with hashtag #TurboTips.
Related
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(https://blog.turbosquid.com/2014/05/19/turb
v-ray-fastsss2-material-part-2/)
TurboTips: V-Ray FastSSS2 Material, Part 2
(https://blog.turbosquid.com/2014/05/19/turbotips-
v-ray-fastsss2-material-part-2/)
May 19, 2014
In "3D Modeling"
(https://blog.turbosquid.com/2014/04/08/turbotips-
(https://blog.turbosquid.com/2014/05/27/turbotips-
v-ray-material-part-1-diffuse/) v-ray-fast-sss2-material-part-3/)
TurboTips: V-Ray Material, Part 1: Diffuse TurboTips: V-Ray Fast SSS2 Material, Part 3
(https://blog.turbosquid.com/2014/04/08/turbotips-
(https://blog.turbosquid.com/2014/05/27/turbotips-
v-ray-material-part-1-diffuse/) v-ray-fast-sss2-material-part-3/)
April 8, 2014 May 27, 2014
In "3D Modeling" In "3D Modeling"
Comments 1
Great article, thanks for posting. The tip about using less samples by blur amount is gold!
Reply
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Refraction
Refraction controls how an object lets light through. For example, if you were
to shine a light on an object, how much light would you see coming through
the other side? Unlike Re ection, not all objects are refractive. Some typical
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examples that use this V-Ray material component are: glass, water,
transparent plastic, crystal, oil, etc.
If you are not using Caustics in your scene (most likely you aren’t), turn on the
“Affect Shadows” option to get realistic, transparent shadows. Otherwise, the
shadows will be too dark.
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So, how do we actually get colored refractions, if it’s not recommended to use
colors in the Refraction amount? We should use the Fog color option, in this
case. It works realistically, since thicker parts of the model will be more
colored/darker than the thin parts.
Depending on your object’s physical size, you might need to adjust the Fog
Multiplier Value. Larger objects will look darker than smaller ones when using
the same material.
Use Fog Bias to control the color transitions. Lower values make the color
more intense and the transitions sharper, while higher values make the tinting
more weak but even. If you adjust both of these parameters (Fog Multiplier
and Fog Bias), you should be able to achieve any effect you might need.
https://blog.turbosquid.com/2014/04/21/turbotips-v-ray-material-part-3-refraction/ 3/20
Refraction Glossiness
9/9/2019 TurboTips: V-Ray Material, Part 3: Refraction - TurboSquid Blog
You can use a Texture to create a rougher, more realistic look. If the material is
still pretty clean, don’t overdo it and use a map that is mostly pure white with
some darker spots/patches. It’s usually a good idea to keep the Refraction
Glossiness map similar to the re ection glossiness. Any rougher areas would
affect the Re ections and Refractions in a similar way.
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The Refraction Depth and Exit Color function exactly the same as their
Re ection counterparts: bump up the max depth if there are lots of
refractive/re ective objects and bring it down if using blurry Refractions.
Refraction IOR
IOR is a very important parameter to set correctly, in order for your material
to look believable. Fortunately, these values have been calculated for all sorts
of materials, so there’s no need to guess here.
With the Value of 1 (same as air), the rays of light are going straight through
the object without any distortion. As you raise the number higher, the rays get
distorted more and more.
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Acetone 1.36
Agate 1.544
Air 1.0002926
Alcohol 1.329
Amber 1.546
Amethyst 1.544
Crystal 2.00
Diamond 2.417
Emerald 1.576
Ethanol 1.36
Glass 1.51714
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Glass, Crown 1.520
9/9/2019 TurboTips: V-Ray Material, Part 3: Refraction - TurboSquid Blog
Ice 1.309
Jadeite 1.665
Methanol 1.329
Onyx 1.486
Opal 1.450
Plastic 1.460
Plexiglas 1.50
Polystyrene 1.55
Quartz 1.544
Ruby 1.760
Sapphire 1.760
Topaz 1.620
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Tourmaline 1.624
9/9/2019 TurboTips: V-Ray Material, Part 3: Refraction - TurboSquid Blog
Turpentine 1.472
Turquoise 1.610
Technically, both the Re ection and Refraction IOR should be the same, but
sometimes, you might want to unlock them for artistic reasons. This trick is
used when glass or transparent plastic material just seems to lack re ections.
In this case, bumping up the Re ection IOR can help in bringing out those
re ections. It’s also useful when you want to create a more even distribution
of the re ections, without increasing their intensity.
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Dispersion
Dispersion controls how the light is split up into different colors when passing
through an object. A classic example of this would be a ray of light going
through a prism, creating a rainbow effect. Most glass and other refractive
materials show at least a little bit of dispersion. The exact amount is controlled
by the Abbe number (https://www.google.com/search?
q=diamon+abbe+number&oq=diamon+abbe+number&aqs=chrome..69i57j0.4214j0j4&
8#q=diamond+abbe+number). The basic idea is, as the Abbe number goes
lower, the dispersion effect increases. It’s easy to overdo it, but it should
actually be pretty subtle.
https://blog.turbosquid.com/2014/04/21/turbotips-v-ray-material-part-3-refraction/ 11/20
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Since it is quite slow to render, most of the time you can get by without
dispersion. We only suggest using it for close-up studio renders of things like
jewellery, glass, or crystals.
If there are any topics you’d like to see in a future edition of TurboTips, let us
know in the comments below, or Tweet your question to @TurboSquid
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Related
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v-ray-fastsss2- v-ray-material-part-4-
material-part-1/) translucency-bump/)
TurboTips: V-Ray FastSSS2 TurboTips: V-Ray Material, Part
Material, Part 1 4: Translucency & Bump
(https://blog.turbosquid.com/2014/05/13/turbotips- (https://blog.turbosquid.com/2014/04/29/turbo
v-ray-fastsss2-material-part-1/)
(https://blog.turbosquid.com/2014/04/08/turbotips-
v-ray-material-part-4-
May 13, 2014 v-ray-material-part-1- translucency-bump/)
In "3D Modeling" April 29, 2014
diffuse/)
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TurboTips: V-Ray Material, Part
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April 8, 2014
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Translucency
It is possible to add Translucency to your V-ray Material, but we highly
recommend using VrayFastSSS2 material if you need this effect. Why? It’s a
newer, faster interpretation of Subsurface Scattering that is also more
adjustable.
https://blog.turbosquid.com/2014/04/29/turbotips-v-ray-material-part-4-translucency-bump/ 1/15
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If you do decide to use the Translucency in the regular V-Ray Material, here are a
couple of things to remember:
Make sure that ‘Double Sided’ is turned Off in the Options tab
To de ne the inner color, go ahead and Fog Color, just like you would for
refractive materials.
You can also tint the inside of the material by using the Backface color:
https://blog.turbosquid.com/2014/04/29/turbotips-v-ray-material-part-4-translucency-bump/ 2/15
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Stick to the Hard Wax or Hybrid type (Soft Water is just for legacy V-Ray version
compatibility):
You can reduce the depth of the scattered rays by using the Thickness parameter:
Scatter Coef cient changes so the light rays travel within the object. Zero (0)
means that the rays get scattered in all directions; one (1) means the rays will
continue to move in the same direction before entering the object.
Light multiplier allows you to change the strength of the light as it moves inside
the object.
Bump
https://blog.turbosquid.com/2014/04/29/turbotips-v-ray-material-part-4-translucency-bump/ 3/15
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The way this works is very simple: you just add a Map or a Texture to the Bump
slot and adjust the strength.
Medium gray [128;128;128] does nothing, while lighter values go up and darker
values go down (relative to the surface normals).
https://blog.turbosquid.com/2014/04/29/turbotips-v-ray-material-part-4-translucency-bump/ 4/15
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For very strong Bump effect, or for situations where correct shape in the pro le
of the object is needed, it’s better to use Displacement (either in a material slot or
as a V-ray Displacement Modi er). Bump is a fake effect, while Displacement
produces actual geometry at render time.
Just keep in mind that displacement works only in a positive direction. Black is in
the original shape of the object and everything lighter than that gets displaced
upwards.
Normal Maps
If you are using Normal maps in your work ow, you have to set up a Normal
Bump map in the Bump slot. This will allow you to use the Normal map plus an
additional Bump map. You can adjust the strength of each one individually.
Normal maps also require their Gamma to be set up at 1.0 for correct results.
https://blog.turbosquid.com/2014/04/29/turbotips-v-ray-material-part-4-translucency-bump/ 6/15
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Boosting Realism
One last, but important, note: we do recommend adding a Bump map to all the
materials you create. It doesn’t always have to be strong or detailed. Sometimes a
simple Noise map can go a long way in avoiding that “fake” or “CG” look.
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If there are any topics you’d like to see in a future edition of TurboTips, let us
know in the comments below, or Tweet your question to @TurboSquid
(https://twitter.com/Turbosquid) with hashtag #TurboTips.
Related
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part-1/)
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(https://blog.turbosquid.com/2014/05/13/turbotips- (https://blog.turbosquid.com/2014/0
(https://blog.turbosquid.com/2014/06/24/turbotips-
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May 13, 2014 v-ray-blend-material-
In "3D Modeling" part-3/) work ow/)
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9/9/2019 TurboTips:
TurboTips: V-Ray
V-Ray Material, Blend
Part Material, & Bump
4: Translucency TurboTips: V-Ray
- TurboSquid Material, Part
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Part 3 5: Workflow
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June 24, 2014 May 5, 2014
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(https://www.turbosquid.com/)
To wrap up this series, we’ll show you an example work ow for creating a
material from scratch. It’s not set in stone and you can change the order around,
as long as you’re paying attention to the general principles.
It’s always a good idea to have a reference photo (or multiple photos) so you can
see what the goal is. Don’t focus on using your references to make an exact
replica, but use them as a guide to creating a similar look.
https://blog.turbosquid.com/2014/05/05/turbotips-v-ray-material-part-5-workflow/ 1/20
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Diffuse
First, decide on the Diffuse (https://blog.turbosquid.com/2014/04/08/turbotips-
v-ray-material-part-1-diffuse/) color. All materials can be split into roughly three
groups: Re ective (Metals), Refractive
(https://blog.turbosquid.com/2014/04/21/turbotips-v-ray-material-part-3-
refraction/) (Glass, Water, etc), and Other (almost everything else). For Re ective
and Refractive materials, you can just choose a dark grey color like [1;1;1]. Since
our reference photo seems to be some sort of plastic (Other), we need to visually
choose a color for its Diffuse- something like this blue/black will do.
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Reflections
Next, add a few Re ections (https://blog.turbosquid.com/2014/04/14/turbotips-
v-ray-material-part-2-re ection/). Don’t worry about adding all the little details
just yet. So far, the Re ections will only help to evaluate the shader better. Let’s
start with a simple color [180;180;180] and set the Fresnel IOR to 1.45 (plastic).
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Try to estimate the general Glossiness at this point. The goal is to roughly match
the size and shape of the highlights on the reference photo. It looks like 0.85 will
do the trick:
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Adding a BumpMap
Try to imitate the way this ball has been used and abused- it has all sorts of
scratches and rough spots. Pick a similar texture and use Levels in Photoshop to
make it so that all the bumps and scratches are black/dark grey, while the base
color is [128;128;128].
Use this map in the Bump slot; reduce the Blur to about 0.5 to make everything a
bit sharper; and reduce or increase the Bump strength until it looks right.
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Adding a ReflectMap
Now we need to think about how this sort of damage would affect our
Re ections. It would likely make them a little bit weaker and blurrier, since the
scratches are not smoothly polished, but more rough (at least the deeper ones).
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So, let’s take the bump map, adjust the levels so that the white point is at 180, and
move up the black point to about 150. Since there are probably some areas that
are also a bit dirty or oily, add another layer with some patchy areas on top of this
map and set it to Overlay mode.
Adding a GlossMap
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For the Glossiness map, calculate the value that’s needed to match the test
render. Here, we’ve set it at 0.85, so we need 255*0.85=216 as the main color
for the texture. We’ll also move the black point to 128, so the lowest glossiness
level is about 0.5 (255*0.5=128). Now that it’s done, perhaps add another
overlay layer on top to add some slightly different details.
Make sure to set the Gamma to 1 for these b&w maps to get correct values in
3ds max. We also reduced the blur to about 0.4:
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Adding Even More Texture
Almost there! As a nal touch, we’ve swapped the Diffuse color for a Texture. A
few gray/brown patches on top of dark blue will be a good t.
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Looks about right. Perhaps the scratch pattern is a bit rougher than the reference
image, but otherwise, this looks good.
Remember:
Always try to analyze your reference image and break it down into components –
Diffuse (https://blog.turbosquid.com/2014/04/08/turbotips-v-ray-material-
part-1-diffuse/); Re ection (https://blog.turbosquid.com/2014/04/14/turbotips-
v-ray-material-part-2-re ection/); Refraction
(https://blog.turbosquid.com/2014/04/21/turbotips-v-ray-material-part-3-
refraction/); Bump (https://blog.turbosquid.com/2014/04/29/turbotips-v-ray-
material-part-4-translucency-bump/). If something is not clear right away (for
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example, bump) add some re ections and it will be much easier to evaluate the
other aspects. Everything goes hand-in-hand, so don’t forget to analyze how each
element affects the others.
If there are any topics you’d like to see in a future edition of TurboTips, let us
know in the comments below, or Tweet your question to @TurboSquid
(https://twitter.com/Turbosquid) with hashtag #TurboTips.
Related
(https://blog.turbosquid.com/2014/0
v-ray-material-part-4-
translucency-bump/)
TurboTips: V-Ray Material, Part
4: Translucency & Bump
(https://blog.turbosquid.com/2014/04/29/turboti
(https://blog.turbosquid.com/2014/04/08/turbotips-
(https://blog.turbosquid.com/2014/05/27/turbotips-
v-ray-material-part-4-
v-ray-material-part-1- v-ray-fast-sss2-material- translucency-bump/)
April 29, 2014
diffuse/) part-3/) In "3D Modeling"
TurboTips: V-Ray Material, Part TurboTips: V-Ray Fast SSS2
1: Diffuse Material, Part 3
(https://blog.turbosquid.com/2014/04/08/turbotips-
(https://blog.turbosquid.com/2014/05/27/turbotips-
v-ray-material-part-1-diffuse/) v-ray-fast-sss2-material-part-3/)
April 8, 2014 May 27, 2014
In "3D Modeling" In "3D Modeling"
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