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 .
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 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 v184.108.40.206 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 )