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  • Tribot with v-ray

    Did Vaughan Lings tutorial for modo (https://gumroad.com/vling), but decided to use v-ray with the sun model for lighting, instead of his mesh mode.
    Man, I'm really loving v-ray!

    I didn't do all the exact same modelling steps as he did.

    I tried some UVs on the various shapes to try to get the Car Shader material right, but I found the flakes were always rendering too large, and their density was way off. I thought maybe UV maps would fix that, but they didn't seem to.
    I had to set my density to 10, or 20 to get coverage, but it really never worked right.

    So I ended up going back to a regular GGX material with a lower glossiness, then added the concrete texture in his tutorial as a reflection mask. Turned out really good in the front shot (see attached images), looks dusty! I also made a camouflage texture using v-ray procedural textures.

  • #2
    I tried some UVs on the various shapes to try to get the Car Shader material right, but I found the flakes were always rendering too large, and their density was way off. I thought maybe UV maps would fix that, but they didn't seem to.
    To make the flakes smaller, lower the value of the flakes scale parameter to something like 0.001 or even lower.

    Greetings,
    Vladimir Nedev
    Vantage developer, e-mail: vladimir.nedev@chaos.com , for licensing problems please contact : chaos.com/help

    Comment


    • #3
      Really nice renders.
      For flakes,Always use Triplanner for mapping channel when you using the flakes material or carpaint material. Also,Use a 2048 map and like Vladimir said use a scale of .001 or something close.
      if you are trying to get a good car paint with flakes, blend between 2 Flakes materials,where the topmost material has slightly bigger flakes and use a clear coat on top. Stochastic flakes gives the best results for carpaint and you have better controls there. I shared a file here,
      https://forums.chaosgroup.com/forum/...flakes-in-modo.
      The camou looks real good too (Y)

      Modeling is also really good,but make sure all the bevels has enough res to be perfectly round and catch some highlights. The complete sharp bevels breaks the realism.


      Muhammed Hamed
      V-Ray GPU product specialist


      chaos.com

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      • #4
        Originally posted by vladimir.nedev View Post

        To make the flakes smaller, lower the value of the flakes scale parameter to something like 0.001 or even lower.

        Greetings,
        Vladimir Nedev
        Ok sounds good. Thank you.

        Comment


        • #5
          Originally posted by Muhammed_Hamed View Post
          Really nice renders.
          For flakes,Always use Triplanner for mapping channel when you using the flakes material or carpaint material. Also,Use a 2048 map and like Vladimir said use a scale of .001 or something close.
          if you are trying to get a good car paint with flakes, blend between 2 Flakes materials,where the topmost material has slightly bigger flakes and use a clear coat on top. Stochastic flakes gives the best results for carpaint and you have better controls there. I shared a file here,
          https://forums.chaosgroup.com/forum/...flakes-in-modo.
          The camou looks real good too (Y)

          Modeling is also really good,but make sure all the bevels has enough res to be perfectly round and catch some highlights. The complete sharp bevels breaks the realism.

          Cool, thank you.

          Ya the bevels were not high enough res for sure.

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