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Diffuse Basic Wall Material Set-Up basic procedural mapping on the wall: - first choose color - then click m on bump map - click the dropdown menu until you see STUCCO - I always set it to. and here you can see what I did: On modelling. Vray Physical Camera I really love the vray physical camera. Here is my basic Glass Material. Vray 3. we go over the process of lighting and rendering jewelry in Vray. translucency en more!{/INSERTKEYS}{/PARAGRAPH} Product studio lighting setup. As you can see. I always make it a point to get materials on Sketchup itself or Vray procedural maps. I recommend you to play with the position until you find the right spot for your vray sun. it is a physical interpretation of the real Sun and Sky that you have in real life. nothing really special but I always adjust it on my preffered angle between the camera and glass to the reflection source smart trees by just adjusting a bit tweaks on the parallel and perpendicular properties of fresnel. the only thing that I change was the size multiplier. in case you ask. We'll also convert the sunny scene into a cloudy one. We'll also explain all V-Ray settings to get perfect quality while trying to reduce render times. In this tutorial. As you can see on the image above it is my final model. This tutorial shows you how to create common materials using the standard V-ray material. We will explain all the important parameters to create plastics. Ive read an article somewhere on ASGViz ChaosGroup explaining Fresnel Perpendicular and Parallel it is a more indepth approach on how fresnel reflections behave in real-life. But in my case the default 1 vaue is quite big on the output. Vray Texturing Shading This part was easy to complete because there are not complex material in this scene. We'll also cover a step by step workflow to optimize your scene in the best possible way. are basically from sketchup material textures itself. Interior Lighting for Exterior Rendering The tittle maybe confuses you. I used two reflections here by the way. note that this scene is optimized only with one camera view. But I only do this because its too heavy making changes and having so many components and models in the scene. This part here is perpendicular to the camera view so it will create more reflection based on fresnel perpendicular property value slider white color As you can see. control window reflections and more! Learn all the tricks to optimize render speed in V-Ray. what I mean is that for exterior rendering you need a different lighting for the inside. both perpendicullar and parallel property under fresnel are changed. so the house will look more welcoming! I increased the value. shutter speed. but you can put this in practice in any other application. Also I always mention that if you really want to have a shining surface you need to use glossiness reflections in your shaders. This is the simplest lighting method that required minimum settings and will create some realistic light in your 3d render. {PARAGRAPH}{INSERTKEYS}Software Used in this Scene For this scene I used a few software that I think you need to have in order to complete this tutorial. MATERIALSi am never really good at material mapping and texturing. Optimize render speed in V-Ray. add backplates. if you are rendering a exterior daylight scene you need a soft interior lighting just to show a little bit of the interior. bumps or whatsoever. Round Corner? We'll create and modify a few different setups to guide you to create your own lighting rig. This gives you total control in how the light affects your 3d render. in this case I did not make a lot of changes to the camera. I just modified them in PS including their bumps and displacement. As much as possible I limit myself from using excessive plug-ins. this gives me more control. so you do not steal the focus of the exterior. As you can see the color is based on kelvin temperature. Remove Material? just wanted to share this info with you. I try to optimize my model so. I always use right-click and edit texture positions manually. Here are the plug-ins I usually cant model without:? you get more reflection as the surface is bending towards perpendicular angle to the camera. Learn how to render flicker-free flythrough animations in V-Ray when using Irradiance map and Light cache as GI engines. I always depend the extent of material details on the camera view wether it is noticeable or not. but this time I havent got it on because of long render times. This help to propagate the bounces of the light in your scene by creating some nice specular in your scene. this will make a big impact in your realism. because it feels like a real DSLR camera. XD Note: It is always good to render your scene at around pm on afternoon scene and at dusk scene if youre after a good shadow and less intense sunlight and with more artistic mood but that is just my opinion. Rendering jewelry in V-Ray. Get Midpoint? giving your a realistic sky color. then apply reflections. where you have access to change the aperture. Purge All? but yes it is correct. Using the standard VrayMaterial. But it doesnt matter as long as it will look good on your output. by increasing the size your shadows will be more blurred but the intensity remains the same. Bezier Curves? we then cover the basic steps to build a custom lighting and environment rig that will be suitable for rendering any type of jewelry. Learn about setting up studio lighting in 3dsMax and V-ray to create perfectly clean product visuals. just toggle it Here is the Scene Set-Up with labels. Flicker-free flythrough animation. because I wanted to have softer shadows. For me. We will cover all the theory and apply it to a testscene. Starting with some general modeling tips. Learn how to properly set up interior lighting on 2 different scenes. Everything that will not be seen on the camera is not really modelled nor textured. I always assume it to be depending on draft renders i make. and also create 2 different night scenes. and how to change from day to night lighting. notice the example automotive paint material below and the output i made during experimenting fresnel reflection properties. Maybe not if I got an i7 rig. To explain it further. and I am using a warm tone. Vray for 3ds Max tutorials. I also added some shots of my renders benefitting from this experiment.