All example renderings are done in full adaptive mode and noisethreshold 0.02 (good preview quality).
- Screenshot of the V-Ray material editor:
- Extra controls of the preview window:
Diffuse material
Simple to create and fast to calculate - the diffuse material. It looks like loot (Plasticine®) or a dull plastic. The color can be set through the color picker or texture editor. The Texture Editor will open per mouse click on the little "m". Placement of the texture can be controlled through SketchUp by adjusting the scale of the image from within the SketchUp material editor or by right clicking on a surface and choosing Texture> Position. The top most diffuse layer will be linked to your SketchUp materials automatically. Any changes made within that top most layer will be echoed back and forth between V-Ray and SketchUp
- Single diffuse layer material:
Shiny plastic or Ceramic material
If we add a reflection layer and set the reflection map type to "fresnel", than we get shiny material like shiny plastic or Ceramic. The IOR is a material specific parameter and can be find for example at this list here. It is important to have the Fresnel IOR and Refract IOR be the same value. A basic rule for shiny plastic is, that the reflections are not tinted by the material color. * Fresnel control of the reflective layer:
- Shiny plastic material:
Wood material
Wood is a kind of textured plastic material. Place a texture in the diffuse layer, set reflection to fresnel and set reflection glossiness as necessary - 1 for clear finish or less for waxed wood. Here we're using 0.9.- Wood material options:
- Wood material (reflection intensity boosted by double reflection layers - see "Tricks" at the end) :
Rubber material
The standard diffuse material looks dull, but for Rubber it should not be used. Rubber show very blurry speculars and so it is better to use the shiny plastic material with blurry reflections. Here an example with glossiness 0.5.- Rubber material:
Architecture glass material
The simpliest fake of glass for fast calculation is to set a material with single reflective layer and Fresnel "map". This material can be assign to a single plane, for example placed in a window.- Material with single reflection layer (Fresnel controlled):
If a colored glass is necessary, than a refractive layer with refraction color must be add. In the past it was possible to set the refraction IOR 1 and to assign the material to a single plane window. This dosn't work now. So, for colored window glass two planes with normals outside are necessary. Update: colored glass without refraction layer can be rendered, if a black diffuse layer is added. Now, the color can be controlled by the transparency color.
Glass material
The standard glass material based on a reflective layer (Fresnel enable) and a refractive layer. If a refracation color is set, than the glass looks constant tinted independent from the thickness of the object.- Glass with refraction color:
- Glass with fog color:
- Glass shelve with colored edges:
- Option "affect shadow" in action:
- Frosted Glass effect by glossiness 0.7 at reflection and refraction layer:
- Translucent material:
- Options for a translucent effect.gif:
Metal material
Metal reflects the environment and tints the reflection by the color of the metal. Two options control the color of the material. The reflection color control the intensity and the transparency, for example a color value 200 of 255 mean 80% reflectance and 20% transmittance. The "filter" color set the color without affect the transparency. For example a plane with single reflection layer: a yellow (RGB - 255,255,0) reflection color makes that Red and Green will be reflected and blue go through the plane. A yellow filter color makes, that Red and Green will be 100% reflected and Blues is blocked.- Reflection color vs Filter color:
- Simple metal material without fresnel control, blur or second layer:
- Example of used metal - aluminium:
- Options of a two-layer-metal - combination of clear and blur reflection :
- Example of a two-layer-material with a small bump:
- Metal material with additional diffuse layer:
- Options of a two-layer brass material:
- Brass material (longer rendertimes by higher noise threshold 0.005):
Brushed metal
Often used for Design objects - brushed metal. V-Ray supports anisotropic reflections.- Simple brush metal per anisotropic reflections:
- Options of a brushed metal with scratch texture:
- Textured brushed metal:
- Brused metal with additional bump map:
- Test of different options for brushed metals:
Metalic Carpaint
Nice looking and fast created - carpaint with two reflection layers. The first layer is fresnel controled plastic reflection (IOR1.55) and simulate the clear finish. The second reflection layer is a blury metalic reflection with a tint (filter color).- Options of a Carpaint material:
- Carpaint material:
Ceramic Tiles
Often a texure need three texture controled layers - diffuse color, reflection intensity and bump. Here an example of a ceramic tile material. Color and bump can be straight be set, but more attention need the reflection. In simple cases the bump map can be used for the reflection map. In the example here the gaps between the tiles must be non reflective, so a black color in the map is needed. The reflection map of a non-metal material must be set at the color of the fresnel map like shown in the screenshot.- Parameters of a ceramic tile material
- Bump mapped material with IM GI:
- Bump mapped material with QMC GI:
Emitter Material
Emitter materials need one emissive layer only. If a color is set than the intensity option control the brightness. If a texture map is set, the multiplier of the texture control the intensity of the textured emitter.- Options of a textured emitter:
- Textured Emitter - upps - this is fast rendered ;o) :
Dark Pearl Material
This material is very experimental, because I'm not sure about the rules of this material. I have the feeling, pearls has a kind of metalic look with a colored fresnel reflection layer above. My idea is, to use a textured blury metalic main layer with an inverted fresnel effect and a diffuse layer below. The coat above get a high IOR so it looks a little bit like a metalic thin coating. I have used a stone texture, that give natural texture to the material. If a less metalic look is necessary, than the diffuse layer could get more intensity and the blury metalic less. A little bit additional bump give a natural feeling.- Options of Michas Pearl material:
- Example with strong texture:
If the texture is to intensiv it helps to set the texture gamma value at a higher value (texture show less contrast).
- Less textured example:
- Reference photo:
Tricks
Some times it is necessary to use colors brighter than 255. The only way to do it is to use the texture multiplier and the "Acolor" texture type.Often I have the feeling, that fresnel reflection are not intensiv enough. I have found only one way to get a better reflection effect - set two reflection layers with the same settings. ...
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