Tutorial - HDR scene setup (3D Studio Max, VRay). Everything of the render engine (VRay in this tutorial) is using. Material editor and selecting instance.
This tutorial was created with Vray version 3.0, please do not email me with questions about this tutorial if you are using a Vray version prior to V-ray 3.0, since the answer to your question is most likely that you're using a older version. First learn 3D Studio Max, then start with Vray. It is an extension to 3DS Max, not a replacement! For example things like the material editor, creating and manipulating objects, modifiers etc should all be familiar before trying to learn Vray. Startup settings It is important that you start the tutorial with exactly the same settings.
These settings also use the Vray frame buffer, the adaptive image sampler, no GI etc. Reflection color The next parameter is the reflection color. In some 3D programs there is a slider for reflection strength, well this is the same but it uses color values to set the reflection strength. Black means zero reflection, white means 100% reflection (mirror).
If you choose white for reflection, the diffuse color will completely disappear, since the material is now 100% reflective. For now, choose a medium grey and hit render.
You'll see that the teapot becomes reflective: it is reflecting the black environment and the grey cylinder (and itself of course - note the teapot's handle is reflecting in its body). Reflections and environment As you can see, the reflections look a bit dull. If you want nice reflections, you need something in your scene to reflect in the object. Instead of building a complete environment, there is a much easier way:. Go to an empty slot in the material editor and click the 'get material button'.
In the material/map browser, scroll down and double click on the VrayHDRI map. Now in the HDRI map settings, click the browse button and choose any hdri map.
There are a lot of free ones online, here the famous kitchen hdri map is used. The Fresnel option depends on the Index Of Refraction of the material. IOR is a property in the refraction options, but as you can see in the reflection options, there is a property called Fresnel IOR which is dimmed.
Next to the Fresnel checkbox, there is a small 'L' which is a Link button. When it is pressed, the Fresnel IOR is linked to the Refraction IOR. This is the default behavior and also physically correct. When you unpress it, you can change the fresnel IOR independently from the refraction IOR. For now, unpress it and change the Fresnel IOR to 1.3. Refraction glossiness There is also a glossiness parameter for refraction. This will blur the refractions.
Play around with refraction color (darker, lighter, more saturated.) and the glossiness parameter to test different effects. The subdivs control the quality of the blurry refractions. Note that blurry refractions are quite slow to render. There are many other refraction parameters, but for now this is enough. With basic diffuse, reflect and refract settings you can create already a lot of materials.
Refraction IOR The IOR is Index of Refraction. It is a material property that changes the way light travels trough transparent objects. Light hits a surface and will bend off under a certain angle. It travels trough the object and when leaving it, it will bend again. The IOR makes for example objects under water appear closer or in another position than they actually are. The first image is with the refraction IOR lowered to 1.1, and the fresnel IOR linked to the refraction IOR again.
As you can see, the objects refracts the light less so you can almost see right trough it without much distortion. Because we linked both IOR's, reflections are also not very strong anymore.
Conclusion That's it for this very basic Vray material tutorial. With these parameters: • diffuse • reflection color • fresnel • refraction color + glossiness • refraction IOR You can already create many of some commonly used materials: • Plastics • Glass • Transparent plastics • Metals: alloy, copper, chrome, steel.
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