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Grant Warwick advanced materials workflow in Vray for Modo + Scene files

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  • #46
    Originally posted by brijcharan View Post

    Hi Muhammed.

    Love that video, helped a lot with Grants Lesson..

    Question for you. When you mention near the end of the video, "3.5 will have glossy fresnel" , which property in the schematic view are you referring to?

    I'm trying to see how to translate your last method into the GGX system in 3.5. The only new property I see for 3.5 is the GGX Tail falloff.

    Thank you!

    The GGX Tail falloff was there from before 3.5.
    The glossy fresnel option is in the V-Ray Material Advanced tab under Options.

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

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    • #47
      Originally posted by vladimir.nedev View Post


      The GGX Tail falloff was there from before 3.5.
      The glossy fresnel option is in the V-Ray Material Advanced tab under Options.

      Greetings,
      Vladimir Nedev
      Thanks Vladimir! I'll look into that.

      Comment


      • #48
        Hey,brjicharan
        Like Vladimir said, glossy frensel is in the Vray material advanced tab
        you just turn it on and it does the magic for you. You don't need to use the layered approach or a curve in Rglossiness slot. (It is not supported on GPU yet as far as I know)
        Read here about what glossy frensel does,
        https://labs.chaosgroup.com/index.ph...lossy-fresnel/
        Andy sorry again for being late on uploading those file,it was very tough for me in the last 2 months.
        I started yesterday converting the rest of the files to the new workflow. I will upload both the old and new workflows. I got heaps of time this week
        Last edited by Muhammed_Hamed; 14-09-2017, 01:06 PM.
        Muhammed Hamed
        V-Ray GPU product specialist


        chaos.com

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        • #49
          Originally posted by Muhammed_Hamed View Post
          @Peepo

          You are welcome
          First of all,you don't need to use custom frensel curves all the time. Just use it when think it is necessary. Also,it would feel complex at first,but after sometime,it would be a lot of fun.
          You are doing it almost right! The gradient texture is used to create custom frensel curves just like the output map that you see Grant uses in his tutorial. The workflow is even way better in Modo
          Make sure frensel is turned off in the Vray material,then you should set your gradient to VMtl reflection color not glossiness as I can see in your screenshot.
          Another thing,as Grant stated you should keep the shape of the curve like this,

          [ATTACH=CONFIG]37437[/ATTACH]

          or this

          [ATTACH=CONFIG]37438[/ATTACH]

          other than that,it is ready to go.
          Take a look at my comment here where I talked about custom curves..It will help you a lot.

          https://forums.chaosgroup.com/showth...s-for-modo-ray

          and here is the plastic that Grant worked on while using refractive indes,

          [ATTACH=CONFIG]37441[/ATTACH]

          [ATTACH=CONFIG]37442[/ATTACH]

          For Grant course,it will make huge difference on your entire workflow. Also,he did live streaming today,so keep an eye on his FB for events like this.
          I should say that some stuff is old for the Vray course now and you should really skip. For example the first older lesson on sampling is out of date,watch the updated lesson. Also,techniques in lesson 2,4,7 are little different now,I explained in my comment in the post above. For lesson 3 .. you can skip it entirely
          I saw your question about sampling,I recommend Grant Warwick technique in the updated lesson,not the techniques used by Richard Yacht. I have never touched the material/lights samples what so ever since the new 3.3 update for Vray. I will talk to you about this in the your other post about render settings.

          Best,
          Muhammed
          I just want to point out that your curve is wrong if you are basing it off degrees. Modo does not represent a 1:1 ratio.

          1.0-cos(degrees)

          10? = 1.52%
          20? = 6.03%
          30? = 13.40%
          40? = 23.40%
          50? = 35.72%
          60? = 50%
          70? = 65.80%
          80? = 82.64%
          90? = 100%

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