Vray Materials VISCORBELTo begin creating beautiful materials, we must first understand how the VRay material works. Lets take a closer look at the VRay. Mtl, VRay. Fast. SSS2, and VRay. Blend. Mtl. These 3 are the main material types that are essential for realistic results, you can achieve almost anything with them. J8.jpg' alt='Vray For 3Ds Max 2014 32 Bit' title='Vray For 3Ds Max 2014 32 Bit' />VRay offers even more material types, but those are meant for pretty specific tasks and will not be covered in this guide. Forget about using MAX Standard materials, they will give you slow, noisy and non realistic results. VRay is designed to be used with its native shaders, so that is what we are going to do. Lets get started. You can click on the images to enlarge them. VRay. Mtl is the basic, most used, universal material that VRay offers. You will find that most of the materials you wish to create can be made from a VRay. Mtl. This how the basic, unchanged material looks. Now lets look at the first section Diffuse. Think of Diffuse as the base color of the object. VRay 3. 4 for 3ds Max is the most complete lighting, shading and rendering toolkit on the market, making speed and simplicity accessible to all artists. FULL Software with Working Key, WinRAR 5. Beta 6. Download VRay Advanced 3. Max 20142016 x64 ENG torrent or any other torrent from Windows category. If you see a tomato, you can instantly tell its red. This means that red is the Diffuse color. It is a bit more complicated for very reflective or very refractive objects, but we will look at those later. VRay. Mtl allows you to choose a simple color as the Diffuse or use a Map. You can use any Bitmap or Procedural Map in the Map slot. Here is an example. The Roughness parameter can flatten the color transitions. You can use it to make your material appear dusty and flat. Here is an example with the same green material at 0, 0. Roughness. Next section is Reflection. As the name suggests, this section deals with the reflective properties of the material. Most real world objects are reflective. Look at these photos of chrome and brick for example. The reflections of the chrome are very strong and sharp, you can instantly recognize it as a reflective surface. But what about the brick It might look that its not reflective at all, but in fact the reflections are just weak and very very blurred. The only objects that dont reflect any light are the black holes Keep this in mind when creating the materials. Lets look at the parameters now. First is the Reflection color. Black color makes the material non reflective, white color makes it fully reflective. All the gray scale values between increase or decrease the reflection strength. The color sliders in 3. Ds Max go from 0 to 2. Here is an example at 0, 1. Notice how the third image has lost all the Diffuse color and is only showing the reflections. Reflections make the base color weaker as they get stronger. The Energy Preservation law doesnt allow realistic materials to reflect more light than they receive. This means that If the material has 0 reflections, it shows 1. Diffuse color. If the material has 3. Diffuse color is weakened to just 7. Think of the reflections as a layer on top of the Diffuse, together they create the final image. Just like with the Diffuse, you can use Color, Bitmap or Procedural map in the Reflect slot. Here is an example with all three. The Diffuse color for all the examples is 1. Fcp 7 Serial Number Crack Software. Hannibal Lecter Les Origines Du Mal. Notice how the Reflect color changes the look of the Diffuse. This color change happens because VRay adheres to the Energy Preservation rule. If the material reflects the red colored light, the red color is subtracted from the Diffuse and only green and blue are left. This behavior can sometimes make it difficult to predict the final result, this is why you can change the Energy Preservation mode in the material options. If you choose Monochrome, only the reflections will be colored and the Diffuse color will be left unchanged. Next up is Reflection Glossiness. This is the parameter that controls how sharpblurred are the reflections. Some real world objects, like polished metal, mirror, chrome, have very sharp reflections, while other materials, such as wood, concrete, plastic, etc., have blurred reflections. You can adjust the Reflection glossiness from 0 to 1 completely blurred to perfectly sharp. For most materials you will not need to lower the glossiness below 0. You should always use blurred reflections with caution, do not lower the glossiness more than necessary, as this will cause more noise in your image, you can get rid of it by increasing the Subdivs, but it will take a toll on the rendertime. Here are some basic examples of how the glossiness works. Notice the noise introduced into the image. You can clean it up with the Subdivs parameter, increasing it will make reflections smoother at the cost of render time. Notice how the render time has increased 3. You can use the subdivs parameter to find a balance between time and quality. I do not recommend unlocking Highlight glossiness and changing it, if your goal is realistic materials. This parameter allows you to fake the blurred reflections without actually calculating them. It can sometimes be used for quicker renders if deadlines are tight. Next up is the Fresnel parameter. You might have heard that all real world materials feature Fresnel reflections, but what does it actually mean Fresnel changes the reflection strength depending on the viewing angle. General rule is that reflections are weaker if the surface is facing you perpendicularly and increase in strength as the surface approaches parallel position relative to your viewing angle. Here are some real world examples where you can see this effect in action. The marble, car and wall surfaces are much more reflective when they are more parallel to the viewing angle. And here is how the Fresnel IOR or Index of Refraction works. Use only values from 1. Increasing the IOR changes the relationship between the angle of the surface and reflection strength, look at the examples. As a general guideline, here are the Reflect IOR values for some common object types water 1. Exact values need to be fine tuned for each material to achieve the right look. Next parameter is Reflection Depth. This is the number of times a light ray is reflected before stopping the calculations. When the set number of reflections has been calculated, the rest are simply displayed as the Exit color. You can try setting a bright color as the Exit color to see how much information you lose. Look at the example, the green parts show the areas which would benefit from a larger number of reflections. As you can see, 6 reflections are plenty for this scene. Other scenes with more reflective surfaces might need a larger value. Lets move on to the next section Refractions. These settings control if and how the material lets the light through it. Common materials that have refractive properties are glass, water, gems, transparent plastics, etc. First parameter that controls the refractions is Refract color. As before, it goes from black no refractions to white full refractions and everything in between is a mix between Diffuse and Refraction. Here are some examples with a black material. I recommend using black diffuse color 1 1 1 for most of the transparent materials and adjust the overall color with Refract color and Fog color. You can use a color, bitmap or procedural map in this slot as well. Refraction glossiness. Just like with the reflections, you can change how blurry are the refractions. This effect is great for frosted glass or any other rough surface that lets through the light but distorts it along the way. This one increases render times and noise a lot so be careful with it. No need to go lower than 0. To clean up the noise, we need to increase Subdivs parameter. Adobe Acrobat 8 Standard Silent Installations'>Adobe Acrobat 8 Standard Silent Installations.