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Tutorial: RANDOMIZATION Techniques | UVWRandomizer, Triplanar, Stochastic Tiling, MultiSubTex

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  • Tutorial: RANDOMIZATION Techniques | UVWRandomizer, Triplanar, Stochastic Tiling, MultiSubTex

    Hi, this is a tutorial about what techniques you can use to randomize your models during rendertime (updated for V-Ray 5)
    Check out my FREE V-Ray Tutorials

  • #2
    Cool tutorial. Thank you
    Subscribed and shared it on my Facebook page as you deserve much more views ​​​​​)
    -------------------------------------------------------------
    Simply, I love to put pixels together! Sounds easy right : ))
    Sketchbook-1 /Sketchbook-2 / Behance / Facebook

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    • #3
      Thank you
      Check out my FREE V-Ray Tutorials

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      • #4
        Really cool tutorial, was watching the carpaint one as well
        Keep it up!
        Muhammed Hamed
        V-Ray GPU product specialist


        chaos.com

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        • #5
          Very nice tutorial! My only note is to maybe avoid reducing the "Blur" value for all textures, instead you can decrease the "Filter mult" parameter in the VRayBitmap texture used for normal/bump mapping - we added this parameter specifically for this purpose.

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

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          • #6
            Originally posted by vlado View Post
            My only note is to maybe avoid reducing the "Blur" value for all textures
            Hey Vlado, can you please explain why? This is standard practice for me since starting to work with 3dsMax in the high-end print industry.

            https://www.behance.net/Oliver_Kossatz

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            • #7
              Originally posted by kosso_olli View Post

              Hey Vlado, can you please explain why? This is standard practice for me since starting to work with 3dsMax in the high-end print industry.
              i believe this has been discussed a load of times around here.. if i understand correctly its because it slows your rendering down, since the antialiaser has to work much harder to do the same job the image filter would. it can also lead to shimmering in animation..

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              • #8
                Yeah, it is slower but I "thought" it is worth for the visual difference. I always reduce the blur on every map to have everything nice and sharp(not just normal/bump maps)
                I will test this again like what Vlado recommended, maybe "sharp isotropic" gives the same quality as filtering off.. but it would be faster to render
                Muhammed Hamed
                V-Ray GPU product specialist


                chaos.com

                Comment


                • #9
                  Originally posted by vlado View Post
                  Very nice tutorial! My only note is to maybe avoid reducing the "Blur" value for all textures, instead you can decrease the "Filter mult" parameter in the VRayBitmap texture used for normal/bump mapping - we added this parameter specifically for this purpose.

                  Best regards,
                  Vlado
                  Thanks for your feedback As for the blur value, I must admit I've been setting it to 0,01 forever as often times details in the the textures (esp. bump/normal maps) only show up like this. I know it increases rendertime as the AA has to do more work and you need to check for flickering in animations. I will check out these new filter multiplier options though. So the advantage is that this way you wouldn't be only reliable on the blur settings from your master node, but can still have different blur settings for the connected slave vray bitmaps?
                  Check out my FREE V-Ray Tutorials

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                  • #10
                    Originally posted by JonasNöll View Post
                    So the advantage is that this way you wouldn't be only reliable on the blur settings from your master node, but can still have different blur settings for the connected slave vray bitmaps?
                    Yes, exactly. Also, we added a new filtering mode ("Sharp isotropic") in VRayBitmap which is the default, and it keeps the details much better without having to change the filtering value for diffuse textures etc as often.

                    I know it increases rendertime as the AA has to do more work and you need to check for flickering in animations.
                    In addition that, using low blur values may also increase memory usage as V-Ray will need to load more detailed mip-map levels when using .tx files.

                    Generally I would only recommend changing the "Filter mult" for normal maps/bump maps to something like 0.2 to make them slightly sharper.

                    Best regards,
                    Vlado
                    I only act like I know everything, Rogers.

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                    • #11
                      "Sharp isotropic" looks great!
                      Do you guys plan on adding "sharp isotropic filtering" to Vray 5 for Maya?
                      As an override filter at least, that would be great!
                      I was talking about this with others on Discord yesterday, pretty much everyone turns off filtering for all of their bitmaps in Maya. And for bump/normal maps >> Override texture filter >> Nearest
                      On another note, it would be nice to have to have the recommended settings you mentioned in the docs.

                      Thanks!
                      Muhammed Hamed
                      V-Ray GPU product specialist


                      chaos.com

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