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  • VRAY NUB Requesting clarification.

    Ive ben experimenting with vray for the past month and have ben able to generate some awesome results. overall i am super happy with the render quality.That being said I am still very confused with vrays methods and would love some help on this project.

    What is on the render now:

    1. A texture from the excellent VizPAack metal shaders called "painted metal" with the "label" image added to the diffuse color Chanel (see attached)


    What i need to achieve:
    1. O'Duggal typeface with a white painted texture
    2. a separate material for colored circle border
    4. a separate material for the graphic on the circle
    3. a separate material for a water drop effect


    The problem:
    I started using modos default methods using layered groups and separating them with group masks. As it turns out group masks Don't seem to work on some shaders that have multiple layers.

    IMAGE 01 is a full render using the painted texture + image added to diffuse
    Click image for larger version

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    IMAGE 02 is a partial render of the painted texture added to the group and using a group mask to isolate the type:
    Click image for larger version

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    IMAGE 03: is a partial render of a duplicate painted texture group with a new mask for the circle
    Click image for larger version

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ID:	989953

    IMAGE_04 is a new texture group using a metal shader from Vizpack and the circle mask as a group mask. This does not work!!
    Click image for larger version

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    Texture set up:
    Click image for larger version

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ID:	989955


    Is there a better way to do this? I tried vray blend material but i cant get the separate textures isolated. I just need to have multiple textures affecting different parts of the label. I will probably use 3 to 4 different textures and they all need to mask and or be manipulated separately. any help will be appreciated.


    Attached Files

  • #2
    I started using modos default methods using layered groups and separating them with group masks. As it turns out group masks Don't seem to work on some shaders that have multiple layers.
    Group masks won't work if you have materials of different type, like a V-Ray material and a Modo material.
    Also, any non-textureable channels (like OpacIty Mode, BRDF Type, Lock hilight glossiness, Fresnel Reflections, etc) will have their value determined by the top-most material item, they won't be able to use the group mask.
    I am guessing one of your materials has Fresnel Reflections on and the other has it off.

    You can instead use multiple Shader items and use your group masks as layer masks for the Shader items.
    And of course the materials need to be moved above the Base Shader.

    I've explained this (with a screen-shot) as number 2 here : https://forums.chaosgroup.com/forum/...147#post816147

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

    Comment


    • #3
      Hey, Duggal,

      Thank you for the feedback.


      The problem:
      I started using modos default methods using layered groups and separating them with group masks. As it turns out group masks Don't seem to work on some shaders that have multiple layers.
      What i need to achieve:
      1. O'Duggal typeface with a white painted texture
      2. a separate material for colored circle border
      4. a separate material for the graphic on the circle
      3. a separate material for a water drop effect
      To achieve the result you can use group masks and polygon selection sets / or part selection sets for all of the elements.

      Btw, this is the default Modo method:- https://drive.google.com/open?id=1VT...EFH2AbQHABEoMl - Instead of material you have to add texture/s inside.

      Cheers,
      Last edited by boyan; 02-04-2018, 05:15 AM.
      Boyan Nalchadjiiski | QA Engineer @ Chaos |
      E-mail: boyan.nalchadjiiski@chaos.com

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