Here are some basic material tests I did on osx/vb25. Hope it will help others to make some first steps.
If You have some suggestions, interesting links post them here!
Helpfull max/vray links:
- material examples:
http://www.spot3d.com/vray/help/150SP1/ ... terial.htm
- reflection depth - good explanation :
http://www.aversis.be/tutorials/vray/vr ... ngs_01.htm
- fresnel reflections:
http://www.aversis.be/tutorials/vray/ba ... erials.htm
- anisotropic materials:
http://www.evermotion.org/tutorials/sho ... final-sp-1
- translucency:
http://software.asgvis.com/index.php?op ... icle&id=26
- caustics:
http://www.cgdigest.com/vray-caustics-tutorial/
http://www.cg-files.com/VrayBasicCaustics.html
- fog bias:
http://www.pixelab.be/blog/2008/09/14/f ... -material/
------
- chrome:
http://www.cg-files.com/vray_chrome_mat ... o_max.html
- water:
http://www.cg-files.com/Vraywatermaterialtutorial.html
- glass
http://www.cg-files.com/vrayglassmaterialtutorial.html
- water&glass:
http://www.aversis.be/tutorials/vray/vr ... liquid.htm
Differences:
1. 3ds max Fresnel IOR can have even value of 20 in vb Fresnel IOR can have max.10
2. different values Fog multiplier and Fog Bias ( in max You can turn Fog for example -5...)
Problems and questions:
1. scatter coeff, Fwd/Bck Scatter and Light multiplier doesnt react at all in this tests (maybe they are wrong?) heres how it probably should look like:
http://vray.us/vray_documentation/VRayM ... ples.shtml
definition from some manual:
Scatter coefficient - the amount of scattering inside the object. 0.0 means rays will be scattered in all directions; 1.0 means a ray cannot change its direction inside the sub-surface volume.
Forward/backward coefficient - controls the direction of scattering for a ray. 0.0 means a ray can only go forward (away from the surface, inside the object); 0.5 means that a ray has an equal chance of going forward or backward; 1.0 means a ray will be scattered backward (towards the surface, to the outside of the object).
- So I suppose that they define do we want achieve "straight" translucency or SSS material(?).
2. theres only Refractions Glossiness: 1.0 (no bluring objects inside when <1 they just gone - tested also with refractions IOR: 0; 1; 1,1)
So which parameter should define the dendsity of the object?
3. Fog color & fog multiplier - control the OUTER color of the SSS / Translucent material and filter color = back-side color, does someone see the difference (?)
Materials:
Procedurals:
some old procedurals tests:
V-RAY FALL OFF (2.57): http://dl.dropbox.com/u/19725436/VB_mat ... lloOff.zip
- Download package from above and compare render frames with its values in .blend file.
- Look for the falloff effect that interests You and then check frame number added at the renders name (_.XXXX.jpg)
- Check the .blend file for Falloff setup details on specific frame
BUMP (2.57) Normal 0.00-1.00:
- works only for normal maps/doesnt react when "type: Bump" is choosen
- plane on renders has 1x1 BU
BUMP (2.57) Amount 0.0001-2.0000: http://dl.dropbox.com/u/19725436/VB_mat ... unt0-2.zip
- Download package from above and compare render frames with its values in .blend file.
- values >2.0000 give unnoticable changes: http://dl.dropbox.com/u/19725436/VB_mat ... nt0-10.zip)
- plane on renders has 1x1 BU
NOISE (2.57) TYPE http://dl.dropbox.com/u/19725436/VB_mat ... Type.blend
- Iterations must be >1 to see the difference beetwen fractal and regular
- plane on renders has 1x1 BU
NOISE (2.57) Size 0.001-2.000 http://dl.dropbox.com/u/19725436/VB_mat ... seSize.zip
- this value is in BU (Blender Unit)
- all renders + .blend from link above are to compare
- rendered 0.001-2.330 (values over 2.000 make noise much bigger than plane with this material) / does this values stand for percent of an object size orthese are blender units?
- plane on renders has 1x1 BU
NOISE (2.57) Iterations 0.001-10.000 (Turbulence) http://dl.dropbox.com/u/19725436/VB_mat ... ulence.zip
NOISE (2.57) Iterations 0.001-10.000 (Fractal) http://dl.dropbox.com/u/19725436/VB_mat ... ractal.zip
NOISE (2.57) Iterations 0.001-10.000 (Regular) http://dl.dropbox.com/u/19725436/VB_mat ... egular.zip
NOISE (2.57) Low 0.001-1.000 (Regular) http://dl.dropbox.com/u/19725436/VB_mat ... iseLow.zip
- this value is about color so it smth like % of white
- .zip contains both 0-10 and 0-1 test renders
NOISE (2.57) High 0.001-1.000 (Regular) http://dl.dropbox.com/u/19725436/VB_mat ... seHigh.zip
- this value is about color so it smth like %
- .zip contains both 0-10 and 0-1 test renders
NOISE (2.57) Phase 0.001-10.000 (Turbulence) http://dl.dropbox.com/u/19725436/VB_mat ... ePhase.zip
- therese also the same test with regular noise in .zip file
If You have some suggestions, interesting links post them here!
Helpfull max/vray links:
- material examples:
http://www.spot3d.com/vray/help/150SP1/ ... terial.htm
- reflection depth - good explanation :
http://www.aversis.be/tutorials/vray/vr ... ngs_01.htm
- fresnel reflections:
http://www.aversis.be/tutorials/vray/ba ... erials.htm
- anisotropic materials:
http://www.evermotion.org/tutorials/sho ... final-sp-1
- translucency:
http://software.asgvis.com/index.php?op ... icle&id=26
- caustics:
http://www.cgdigest.com/vray-caustics-tutorial/
http://www.cg-files.com/VrayBasicCaustics.html
- fog bias:
http://www.pixelab.be/blog/2008/09/14/f ... -material/
------
- chrome:
http://www.cg-files.com/vray_chrome_mat ... o_max.html
- water:
http://www.cg-files.com/Vraywatermaterialtutorial.html
- glass
http://www.cg-files.com/vrayglassmaterialtutorial.html
- water&glass:
http://www.aversis.be/tutorials/vray/vr ... liquid.htm
Differences:
1. 3ds max Fresnel IOR can have even value of 20 in vb Fresnel IOR can have max.10
2. different values Fog multiplier and Fog Bias ( in max You can turn Fog for example -5...)
Problems and questions:
1. scatter coeff, Fwd/Bck Scatter and Light multiplier doesnt react at all in this tests (maybe they are wrong?) heres how it probably should look like:
http://vray.us/vray_documentation/VRayM ... ples.shtml
definition from some manual:
Scatter coefficient - the amount of scattering inside the object. 0.0 means rays will be scattered in all directions; 1.0 means a ray cannot change its direction inside the sub-surface volume.
Forward/backward coefficient - controls the direction of scattering for a ray. 0.0 means a ray can only go forward (away from the surface, inside the object); 0.5 means that a ray has an equal chance of going forward or backward; 1.0 means a ray will be scattered backward (towards the surface, to the outside of the object).
- So I suppose that they define do we want achieve "straight" translucency or SSS material(?).
2. theres only Refractions Glossiness: 1.0 (no bluring objects inside when <1 they just gone - tested also with refractions IOR: 0; 1; 1,1)
So which parameter should define the dendsity of the object?
3. Fog color & fog multiplier - control the OUTER color of the SSS / Translucent material and filter color = back-side color, does someone see the difference (?)
Materials:
Procedurals:
some old procedurals tests:
V-RAY FALL OFF (2.57): http://dl.dropbox.com/u/19725436/VB_mat ... lloOff.zip
- Download package from above and compare render frames with its values in .blend file.
- Look for the falloff effect that interests You and then check frame number added at the renders name (_.XXXX.jpg)
- Check the .blend file for Falloff setup details on specific frame
BUMP (2.57) Normal 0.00-1.00:
- works only for normal maps/doesnt react when "type: Bump" is choosen
- plane on renders has 1x1 BU
BUMP (2.57) Amount 0.0001-2.0000: http://dl.dropbox.com/u/19725436/VB_mat ... unt0-2.zip
- Download package from above and compare render frames with its values in .blend file.
- values >2.0000 give unnoticable changes: http://dl.dropbox.com/u/19725436/VB_mat ... nt0-10.zip)
- plane on renders has 1x1 BU
NOISE (2.57) TYPE http://dl.dropbox.com/u/19725436/VB_mat ... Type.blend
- Iterations must be >1 to see the difference beetwen fractal and regular
- plane on renders has 1x1 BU
NOISE (2.57) Size 0.001-2.000 http://dl.dropbox.com/u/19725436/VB_mat ... seSize.zip
- this value is in BU (Blender Unit)
- all renders + .blend from link above are to compare
- rendered 0.001-2.330 (values over 2.000 make noise much bigger than plane with this material) / does this values stand for percent of an object size orthese are blender units?
- plane on renders has 1x1 BU
NOISE (2.57) Iterations 0.001-10.000 (Turbulence) http://dl.dropbox.com/u/19725436/VB_mat ... ulence.zip
NOISE (2.57) Iterations 0.001-10.000 (Fractal) http://dl.dropbox.com/u/19725436/VB_mat ... ractal.zip
NOISE (2.57) Iterations 0.001-10.000 (Regular) http://dl.dropbox.com/u/19725436/VB_mat ... egular.zip
NOISE (2.57) Low 0.001-1.000 (Regular) http://dl.dropbox.com/u/19725436/VB_mat ... iseLow.zip
- this value is about color so it smth like % of white
- .zip contains both 0-10 and 0-1 test renders
NOISE (2.57) High 0.001-1.000 (Regular) http://dl.dropbox.com/u/19725436/VB_mat ... seHigh.zip
- this value is about color so it smth like %
- .zip contains both 0-10 and 0-1 test renders
NOISE (2.57) Phase 0.001-10.000 (Turbulence) http://dl.dropbox.com/u/19725436/VB_mat ... ePhase.zip
- therese also the same test with regular noise in .zip file
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