Grant Warwick- Mastering Vray: Material Ideas Needed.

had quick go through the stuff you provided. Can’t wait to dig in deeper and you definitely have some interesting map names :stuck_out_tongue: (looks at the caramel diffuse map)

Jesus haha, I don’t even want to ask!
It’s safe to say I’ll need to go through with a toothpick at some point!

Edit: That is hilarious,my apologies, thats what happens when a shader screws you around for 2 days!

Funny enough, I had just a moment to open the scene file this morning and randomly threw the Caramel shader into the node graph and it was the first map name my eyes landed on. I had a good chuckle. :smile:

Aside from that - the scene camera renders very dark for me… no bitmap or HDRI issues… any idea why?

Is exposure on there?

Did any Gamma boxes come up when opening the scene?

I got the same dark render

Exposure on the vraycam? Exposure turned off on the vraycam makes the scene a bit lighter. I didn’t get any gamma boxes when I opened the scene.

Yeah, no gamma issues that I can see… it just appears to be rendering under-exposed.

SRGB Button in Vray frame buffer?

I saved it 100% with that on because I load here and all is good.

Yep. sRGB lookup is on… all the usual suspects seem fine. I’m on beta 3.05.03 if it helps.

Cranking the camera’s ISO to something around 3500 seems to get the image back in line with your renders.

I don’t use exposure at all on my cameras.

Aside from that, the tokyo big sight HDR can go up to 4.0 to produce enough light.

Hmmm, exposure in the Vray_HeroCam is enabled in the scene file - with exposure settings of f/7, 1/100 shutter, and ISO 400.

No idea why or how that got turned on!

Tomorrow, expect a new release with my own HDR already pre-loaded.

Sorry about this!

When I opened the scene, I had that gamma pop up window, asking me if I want to change FileOutGamma from 2.2 to 1.0, pressed yes, and then rendered the image, I get the same underexposered result (with SRGB btn on), I just switched the color mapping mode to 'Color mapping and gamma" and now everything looks fine.

No worries man :slight_smile: take your time. Just wanted to make sure I wasn’t missing something.

Thanks for the info!

No need to apologize. I can see the advantage of that naming convention.

I use that name all the time, how can you all not use it? Apart from what people have already mentioned, everything looks sweet!

Just found 10 minutes to have a look at this. Great materials so far - the terminator metal is great. I opened it up in slate view and it blew my mind. I thought there was some dirt on my screen, but no, it was in the texture. Great work so far.

Looking forward to some more basic/boring architectural materials like copper, bronze, chrome, stainless steel, timber etc.

Checked out the materials, they look pretty sweet!
I already picked up a new trick (*hint ironman mtl blend amounts)

That said, these are definitely for studio type product renders or similar scenarios. Not for the typical “I want it fast, cheap and yesterday” archviz scenes :smile: Not that this is unexpected or unwelcome, of course.
The material editor is crawling as well (would be great if it was possible in vray to set lower subdivs for mat previews, like in corona)

anyway, good job :slight_smile: I can already see how to apply your techniques to different materials, even without the videos

I have a request for future releases - fabrics. These can be ‘GW_Caramel base diffuse map’ at times. I have worked out a couple different approaches that work well most of the time, but it would be great to see how someone else approaches the subject. Obviously I don’t mean only your basic plain cotton, but stuff like regular/crushed velvet, velour, satin, silk damask, silk moire, etc

Thanks Viscorbel for mentioning the crawling in ME - and I concur with your points regarding that and not wanting it “fast/cheap/yesterday”.

This morning I tried the car paint material in my studio scene and it couldn’t handle it - my (now old and soon to be retired) machine was taking forever to render. For me right now (until I get my new up-to-date machine), Grant’s great work will be for learning only at this current moment in time.

I do however have a general question - and as is usually *my* style, I typically think it is something I am not understanding (and that I simply don’t know or doubt myself) - but the Material Ball in the scene is, to my view, quite large (if I remember rightly, 50cm in diameter at least) - the materials for me in the scene (say taking red car paint or the blue metal paint as examples), don’t look right for that sphere/ball, yet if I put in front of that Material Ball a teapot (of regular, realworld teapot size) and apply those materials - they look great :).

Any explanation ?

Everything is working GREAT! Had to make a few adjustments to my “Basic” Scene. As render times skyrocketed but it’s working now WITH my settings :smile:
Tnx for your great work!