Grant Warwick- Mastering Vray: Material Ideas Needed.

My Current folio: http://sathe.cgsociety.org/

Update! - 22/11/13 (Australian time)

I am now offering pre sales to those willing to purchase early in order to make the first 50. I’ve had over 15 people ask if they can do this.

Please email me to confirm your order

admin@sathe.com.au

Thanks,

Grant.

Hi guys,

Many of you asked for some form of shading and lighting tutorial over the years however I never got on it due to trade secrets I developed while working at Lightfarm and the advantage it gave them.

However, with my brother managing me I’ve been organising an extensive completely in depth masters class for Vray for use in production targeted at large studios and advanced users.

I need your guys help deciding on complex materials to recreate that I will develop into the package.

Anybody who pitches a material / or materials to me, including attaching reference images to this thread, that I use in the production will receive the shader for free when packaged into my series.
I’m talking physically complex materials that have properties others have struggled to reproduce. (Cracked ICE, Magma, Food)

www.sathe.com.au

Stay tuned!

A sneak peak at some of the materials I will cover creating. (These behave correctly in HDR light studio, daylight and night time lit rigs so far. more examples to come soon)

-Multi layered Anodized, anisotropic metals with procedural scuffing, mottling.

-Brushed metal with split RGB Exponent for simulating chromatic aberration and ringing around highlights (Used in Iron Man shaders)

- Advanced procedural car paint with dust, scratches, dirt and flake simulation

- Physically accurate Gold and Metals with nested fresnel layering to simulate complex BRDF highlights and grazing.

Stay tuned and thanks for your help in advance.

Note- all renders are untouched and have no post production or color correction.

Hi, looks good (Grant/sathe?)

For now, I will add

depending on your locale, it has different names, but for my location, it is commonly known as lead-coated copper and is often used on exterior buildings for roofing, cladding, and or flashing…
I will try to give some more, too…
(no affiliation with the above example image)

Thanks!

perhaps a good set of galvanized metal would be helpful for a lot of folks? There are so many variations, though…but still, a few would be good IMO

Cheers,
I have actually tackled this material (Or very similar) on some metal plane coating although I did not have separate glossiness values for the RGB exponents. Will take a crack, it looks very interesting based on lighting / view angle.

Cool, BTW, you have some really nice quality stuff on your site.

Airplane Panels?

I’ve got no suggestions right now but I can’t wait to see what you offer up with the training! Looks really really interesting.

Some usable SSS2 shaders would be nice. Candle wax, murky water (different colours/dirtiness), etc.

Aside from that I think perhaps things like standing seam metal, galvanized steel, rocks, etc.

Metalic car paint with flakes. Best physically based real scan :wink:

maybe obligatory, but liquid waves would be good imo.

Really interested in what you’re planning to do @ Grantwarwick.
No real suggestion at the moment. Since ss2 stuff and food was already mentioned.

In development atm- Candle Wax
Already have muddy water looking good, but need to finalise and get looking right in different lighting types.

Thanks for your suggestions.

I have quite a few different car paints I’ve used on jobs over the years and I’m currently creating scatter models for the flakes to derive normal maps from.

Keep em coming!

MM interesting. But are they scanned BRDF models or just ur “By Eye” shaders?

By eye of course. I’m not coder or shader writer, however I do have simple techniques to match reflectance values as close as I feel necessary.
Most of these shaders consist of layered blend materials to match reflectance correctly and they will work in production (As I use this scene as a starting point in all live jobs you can see on my site)

A cold chocolate, warm chocolate and caramel shader I’m refining.

Interesting and nice contribution, I could see some variant stainless steel, water for different case\scenario pool,spa,lake,river,swamp,sea with foam! :wink: Natural shader for rocks, different kind of rocks maybe with displacement, natural, landscaping, pebbles etc( procedural shader) Different kind of concrete, procedural too if possible, like for sidewalk is different then a curb, fondation of a house, for big structure with pannel like embeded in it, copper roof, new and oxidated…just a couple of ideas, Ill be back with reference photo and maybe some more idea

Best reagrds

There was a short thread on the maya side of the forum were they were building a great looking reflective material with very viable micro scratches. you might want to do a search but here is one of their results. Naturally its tricky o get that fine of detail to resolve without it getting lost in the sampling.

Heres one I just snapped

Also I’m not sure of a non programmatic approach but i.e. bdrf/cook torrance but id love to have a list of metals based on tabular reflectance data. I have a copper, nickle and steel based on said data but a more comprehensive lib would be nice. I really need to get into the sdk.

Thanks!

-Michael


Id also love to see some non physically based thin film coatings that could be leveraged into a blend material.

here are a few examples

Dichroic-coating which I think you should be able to do with specific reflected vs refracted colors would be nice for some architectural applications

Some nice looking carbon fiber as a blend material so you get the dual layer reflection (anioso cloth and glossy top coat)

-Michael





different types of metals would be my suggestion - I use a lot of bronze & brass in projects. Gold & silver as well. With maybe three different types or with a texture that can be adjusted to go from clean to dirty/tarnished - also any metals or materials that have edges worn, chipped, etc. Maybe even the clean and dirty versions could be mixed to create that effect.

btw, Great tests of materials - I’d not only be interested in your materials, but your test scene and how you’re testing your materials under the different lighting setups.

cheers

Thanks for all the input, I’ll see what I can do.
I’ve already built a carbon fiber shader a while ago, just needs to be optimised.