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VRay tutorial - VRayMtl - 17062301
HD ver. pt01 http://bit.ly/2y2jZF3
HD ver. pt02 http://bit.ly/2y6nZq4
shader VRayMtl is the most versatile sahder among other VRay shaders ... good quality tendencies and fast rendering times, well calculated with GI, Reflection and Refraction settings simple ... from simulate plastic to metalic
still has a very important Bump and Displacement feature ... although the opacity feature is not as simple as the 3ds max shader, because it will be handled on its VRay Refraction tool ...
DIFFUSE
Diffuse basically diffuse color is used to determine the base color of the object that we apply ... but it still looks dependent on the condition Reflection and Refraction it.
Roughness is in use to increase effect dirt, but not as we imagine maybe ... still better we add dirt effect on its diffuse color ...
REFLECTION N REFRACTION
before we go technically further we should first declare the concept that all that looks it because the object object was exposed to light !! then whatever will be processed and visible in the process of Reflection and Refraction is because of light or its energy ...
from Reflection and Refraction simple Reflection is a light that is reflected out of a surface ... if there is a shadow of another object or environement on the surface it is because the object object was exposed to light.
if the Refraction is part of the light that is distributed into the object or go under the surface object ...
HGlossiness n RGlossiness: the usual HGlossiness in lock coincided with RGlossiness, because HGlossiness is only additional for its Highlight section ... while its main control is in RGlossiness.
Fresnel Reflections n Fresnel IOR: if Fresnel Reflections is active then Reflections calculation is all the same from any direction, but if Fresnel IOR is not locked and custom then from each direction of view may differ depending on its IOR value (further we will discuss in IOR Refraction).
Subdivs: Glossy Reflection quality in Subdivs value specified, the smaller the value the faster the rendering but the noise is high, the bigger the value will be the longer the rendering but the more smooth the end result.
Reflect on back side: only in need when we also use refraction, because with refraction surface object will be seen transparent and the new back can be seen.
Dim Distance n Dim Fall Off: we use to limit the distance of the reflection in the process, it is necessary because the further it gets heavier as more and more must be calculated. Dim Fall Off we use for additional distance so there is a little reduction in Dim Distance it.
TRANSLUCENCY
Translucency is one of the expensive features, why? because it takes more calculations from the proccessor and its GPU ... imagine the incoming light penetrates into the object and then scatter the light within a less transparent object.
for its physical version it definitely needs a special shader or with another name for Translucency it's SSS (Sub-Surface Scattering). very well known in Character Animation to simulate the skin, can imagine for a little picture that under the skin there are some layers such as fat, nerves, blood vessels, which if the layer can be translucent though not full, then when we render should will also look ...
VRay Video Tutorial List:
VRay - an Introduction in 3DS Max: http://bit.ly/2CmpKC9
VRay - VRay Light: http://bit.ly/2lrYFTv
VRay - VRayMtl: http://bit.ly/2lqUw2c
VRay - Material ID's VS Object ID's: http://bit.ly/2CmOeZp
VRay - VRayCarPaintMtl: http://bit.ly/2Dy6OgG
VRay - VRayFlakeMtl + VRayStochasticMtl: http://bit.ly/2BUjv4S
VRay Transclucent - VRay2SidedMtl: http://bit.ly/2CaDqRk
VRay - VRayMtl pt01: http: //bit.ly/2BT2uYQ
VRay - VRayMtl pt02: http://bit.ly/2Eerb3F
VRay for Revit - online discussion: http://bit.ly/2CmSF6q
3dsmax #maya #vray #chaosgroup #vraymtl #renderelement
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