The problems start when you want to match a color from an external application like Photoshop. 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. You can also scroll down to the Maps tab and assign the texture there. 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). Ok, so how do we actually set up the Diffuse? Setting Up the Diffuse (2.2 gamma Workflow) Use your judgement and decide whether the material needs to be super slick for a studio render, or a bit weathered to make a believable real-world scene. In this case, you may use solid colors as the Diffuse of your VrayMtl. The obvious exception to this is if you are creating shaders for studio renders of product design, where everything has to look like it just came out of the packaging box – clean, shiny, perfect. Everything gets a bit dirty or faded out there in the real world. Even objects like a blue plastic ball are not perfectly blue a couple of days or weeks after they leave the shop. Most of the time, you should use an image (a Texture or a Procedural Map) to define those colors. The red is not the same in all spots, so it could be more pink on the bottom and slightly greenish on the top.
Vray rhino material Patch#
Even a tomato has a light green patch where the stem connects to the fruit. Adding Realism with Variationīut wait! Most objects have a multitude of colors in them. For example: what color is a tomato? Red! So, the Diffuse color of a tomato is a red color. The easiest way to understand Diffuse is to think of it as the color of the object. This week, we’ll talk about the first of the main components: With the exception of the refraction, the other 3 components should be present in all materials. They may have different names in different renderers, but the functions are pretty much the same.ĭiffuse gives the basic color to the shader reflection controls how the the shader reflects light refraction controls how it lets the light through and bump simulates a distortion of the object’s surface. Generally, the main components of a CG shader are: 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. Eighty percent of the time, it is all you’ll need to create realistic results that also render quite fast. The VRayMtl is the main workhorse for creating shaders in V-Ray. The information covered here is generally useful in V-Ray for C4D, but the specific fields and values may be different. While the example images are from 3ds Max, the same concepts and settings can be used in V-Ray for Maya. We’ll cover the theory behind many of the features of the material and give you specific examples of settings and tricks to use.
Vray rhino material series#
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