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V-Ray for SketchUp Surface Imperfections not working

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  • V-Ray for SketchUp Surface Imperfections not working

    All, I've been running into an issue with the blend material in vray when trying to overlay a material that only has an opacity onto and standard material. For more context, I have my standard hardwood floor material as a generic material. I apply all of my texture maps for that wood material appropriately. I then create a smudge material to make it look like the floor has smudges on it. This material is only an opacity. Once I create these two materials, I create a blend layer with the smudge being the 'cover' and the wood being the base layer. The resulting surface is not doing what I want it to. Its making my surface look funky. The best way to see what it is doing is to watch my video. Any tips would be helpful. Thanks

    https://www.youtube.com/watch?v=LQst...ature=youtu.be

    P.S. If there's any easier way to do this, suggestions are welcome!

  • #2
    Hi,

    You can try the following to get the effect you're after:
    1. Create a Generic material
    2. Load its textures and set the properties that you like (note that using bump or normal mapping instead of displacement would be optimal for a parquet)
    3. Create an additional Diffuse layer for the material
    4. Load the dirt mask in the Diffuse's layer Opacity slot (the dirty parts would be white in this map; the clean areas - black)
    5. Make sure that the wooden diffuse texture of the base is also connected to the Binding/Custom Texture slot. We'll use it for the viewport and for the material scale.
    6. Apply the material to the surface and set its size

    Note that you have to utilize the Binding options in order to properly manage the viewport look and size of multi-layered materials.
    Otherwise V-Ray will use the top material layer for the viewport which in your case is not ideal since it has no texture and will not allow you to set the material's size.

    Konstantin

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    • #3
      At the link below you will find an interactive comparison between two methods. The first being Konstantin's method as described above. The second being a method where I overlaid the scratches texture onto the displacement map within photoshop and then applied it to my generic wood floor material as a displacement. Of course, using the displacement component increases rendering time and resources, but the effect is much more noticeable and the light from the window has an impact on it.

      https://cdn.knightlab.com/libs/juxta...8-0edaf8f81e27

      Tutorial:
      https://www.youtube.com/watch?v=gXo7...ature=youtu.be

      Comment


      • #4
        Originally posted by konstantin_chaos View Post
        Hi,

        You can try the following to get the effect you're after:
        1. Create a Generic material
        2. Load its textures and set the properties that you like (note that using bump or normal mapping instead of displacement would be optimal for a parquet)
        3. Create an additional Diffuse layer for the material
        4. Load the dirt mask in the Diffuse's layer Opacity slot (the dirty parts would be white in this map; the clean areas - black)
        5. Make sure that the wooden diffuse texture of the base is also connected to the Binding/Custom Texture slot. We'll use it for the viewport and for the material scale.
        6. Apply the material to the surface and set its size

        Note that you have to utilize the Binding options in order to properly manage the viewport look and size of multi-layered materials.
        Otherwise V-Ray will use the top material layer for the viewport which in your case is not ideal since it has no texture and will not allow you to set the material's size.

        Konstantin
        Hi konstantin_chaos

        For loading the dirt mask in the Opacity slot, do I load it as Bitmap? or Color Correction then load the bitmap inside the Color Correction (Color / Input)?

        Comment

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