V-RayforC4D Basic Startup (Part2) - Basix
In this Tutorial We are going explore some of the essential things when it comes to creating V-Ray materials , what we going to be discussing here is hopefully going to get you started making V-Ray materials and again , some more in depth tutorials are going to be available for specific parts that are not covered in this series
V-Ray materials are not as simple as the standard materials , the way they behave is more physical ( as surfaces can absorb light , refract it , reflect it .. etc ) and for that reason , each parameter is tight another and colors play a huge role in this regard
VRay has a number of material types which can be used in combination or separately to produce high quality renders . The main materials that we are going to be working with is the V-Ray Advanced Material .
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V-Ray Advanced Material
The Advanced V-Ray material is arranged in layers , each layer has its own options and most of them have a transparency option ( or a mask ) that can be used to mix between the layers , and just like in photoshop , we need a gray map or shader to be used as a mask .
General Options :
- Gamma : adjusts the gamma of the material preview but has no effect on the actual material
- Overridable : you can uncheck this option if you don’t want a specific material to be overtaken by the override option in the general options ( render settings )
- MltID Color : define the color ID of each material , will appear when using the material ID with the multipass
- Material Weight
This is the alpha option in the vray advance material , you can use gray shaders or textures to delete specific parts from an object in the render time
The options for this layer are fairly easy to work with , the Invert option will invert the blacks and whites of your textures or shader , and the Mix Strength defines the amount of this material when it’s combined with other materials ( when mixing materials with the blend material for example )
- Notes : Any invert option in other layers is going to do the same thing . and its only meant to work gray textures so its best not to be used with normal maps
- Bump
Bump and normal maps add sense of depth to renders on individual objects , both can be used via this layer by changing the type .
- Bump Shadows : Enabling this parameter is going to provide better looking shadows . its recommended to keep it off ( especially when using V-Ray dirt )
- Bump Delta Scale : This parameter can be decreased to sharpen the bump and Increased to blur it
- Bump amount : The bump amount in scene units
- Luminosity Layer
The luminosity layer can be used to make an object ( polygonal surfaces ) emit light , it works with the default color or with textures and shaders it also has the transparency slot so we can mix it with all of the layers beneath it ( tested with v1.2.6.2 and it seems that it doesn’t work , all other layers transparency options work just fine ). lets explore some of its options
- Color : When there is no texture being used , this is going be used as solid color for the light
- Color Amount : This is the intensity of the illumination for the color ( ignored when direct light is enabled )
- Texture Amount : When a texture is being used this defines the illumination of it ( also ignored when direct light is enabled )
- Double Sided : This option determines whether the light is going to be on each side of a normal or not
- Compensate Exposure : This option adjusts the intensity when using a Physical Camera , its ineffective when using the direct light option but very useful the majority of the time so keep it on .
- Direct illumination : Converts the objects of the material into actual lights with area shadows , the parameters of direct light are similar to an area light ( then intensity will be overridden by the direct light intensity so adjust that instead )
- Reflection Layer
The reflection layer is like simplified version of the specular layer , without any specular option it can only be used to provide sharp reflection , the recent versions have added a fresnel option to so it has its applications sometimes but most of the time , we use the specular channels with high fresnels for sharp reflections and over time you will use this layer less . will discuss the options of the specular layer since they very similar and the concepts can be similar in regards of the options .
Before we talk about the specular layer , the transparency option for this and other layers after it work fine so this an example of how the transparency solution should work with gray shaders or textures ( note the slight reflection in the orange area is specular layer reflection )
- Specular Layer
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