Hi
As I'm coming to vray from mental ray in maya, i've been looking at a lot of tutorials for vray, most of which are made in max. It seems that when working on architectural renders there are general shader workflows in max which i'm finding really clunky to translate into maya. I'm wondering if anyone knows of any resources (or has any tips) which will address any of these?
1. There are many max tutorials for creating distressed/dirty surfaces (eg concrete) using multiple instances of vray dirt in clever ways. In maya i'm having trouble setting up a procedural shader which lets me adjust levels, multiply/screen composites (the equivalent of vray comptex i think?) and basically tweak the dirt procedurally without having to go back to photoshop whilst getting the look right. Wonder if anyone had any example shader networks to get me started?
2. Again for reflection fallof... in max it seems you have specific nodes for adjusting fallof. In maya it seems the sampler info node can do the same thing... but I've always found this pretty clunky compared with some of the workflows i've seen used in max. What i'd like to do is use the same reflection map and tweak it to get the right look, adjusting the fallof/ reflection blur/ reflection strength procedurally using the same file. Can anyone point me in the right direction?
any tips on either of these would be great.
Also just general tips on the speeding up of tweaking vray shaders (eg using swatches to test the look) , etc would be great!
So far the best resource by far i've found has been aweidenhammer on youtube.
thanks in advance!
As I'm coming to vray from mental ray in maya, i've been looking at a lot of tutorials for vray, most of which are made in max. It seems that when working on architectural renders there are general shader workflows in max which i'm finding really clunky to translate into maya. I'm wondering if anyone knows of any resources (or has any tips) which will address any of these?
1. There are many max tutorials for creating distressed/dirty surfaces (eg concrete) using multiple instances of vray dirt in clever ways. In maya i'm having trouble setting up a procedural shader which lets me adjust levels, multiply/screen composites (the equivalent of vray comptex i think?) and basically tweak the dirt procedurally without having to go back to photoshop whilst getting the look right. Wonder if anyone had any example shader networks to get me started?
2. Again for reflection fallof... in max it seems you have specific nodes for adjusting fallof. In maya it seems the sampler info node can do the same thing... but I've always found this pretty clunky compared with some of the workflows i've seen used in max. What i'd like to do is use the same reflection map and tweak it to get the right look, adjusting the fallof/ reflection blur/ reflection strength procedurally using the same file. Can anyone point me in the right direction?
any tips on either of these would be great.
Also just general tips on the speeding up of tweaking vray shaders (eg using swatches to test the look) , etc would be great!
So far the best resource by far i've found has been aweidenhammer on youtube.
thanks in advance!
Comment