Quick question about a render i found.

Hi there,
I’m learning vray as we speak and used this image as inspiration

I’m trying to copy it’s features but finding it quite difficult!

One thing I’m getting confused over is the light on the floorboards.

Is the reflection of light on the floorboards because the wood has reflective settings and reflecting light seen in the windows or is it literally sun light coming through the windows and hitting the floor? because it looks blurry and i’m struggling to achieve similar results.

Thanks guys in advance

Re: Quick question about a render i found.

lowering the reflection glossiness will make reflections look blurry. If you change the hilight glossiness it will make hilight reflections blurry. If you apply a map to the reflection color, similar to a displacement or bump map, you will be able to have the dark areas less reflective, and bright areas of the map more reflective. Black will not reflect at all, and White will reflect 100%. I hope that gets you started in the right direction.

Re: Quick question about a render i found.

thanks for that, I played around with those settings and can see the changes!

however, can i ask, in order to make a floor like that in the image, is the floor 1 big rectangle with material on top? or is it a rectangle with loads of smaller rectangle subdivisions? I still don’t quite understand when subdividing faces is needed, i know you need to do it to get good displacement (make it look random), but what about things like a wooden floor?
also, do you think that this person used rectangular lights on the windows?

thanks again :slight_smile:

Re: Quick question about a render i found.

You would use a map that has the wood pattern on it. So the places where you don’t want reflection, you want the texture to be black, where you want the reflection to be very visible, you would want it to be sort of white. Then the texture will be repeated all over the surface, just like a regular diffuse texture would be (the default way textures show up in SketchUp). So as long as you use a texture that has the same shape for the boards as the diffuse texture, it will line up perfectly. (I hope that makes sense) Subdivision should not be necessary, nor should displacement really. Not unless you’re trying to displace the geometry of course. I’m not sure if they used rect lights for the windows, but I do know a lot of people find that it helps you get a smoother sampling for the light in the room, which will help with blotchy spots on the walls and things like that. There are many who know how to use this plugin far better than myself, I just help make this plugin, I’m not an expert at using it ;). If you haven’t seen any of the tutorials that we have posted on our site, you should check out this page:

http://software.asgvis.com/index.php?option=com\_content&view=article&id=182&Itemid=480

good luck!

Re: Quick question about a render i found.

D-

i am bumping this thread because these few tid-bits of info are very helpful to new users and seasoned ones that need a refresh!

Great work!

-Gallystops-

Re: Quick question about a render i found.

I’m pretty sure that image was rendered in max.

But, it is slightly glossy (try a reflection setting of 0.75,0.65)
It has a bump map applied to it.

And !!! it looks like this person cleverly used anisotropy to get the stepped effect on the reflection.

I’m not even sure I could pull that off!

Re: Quick question about a render i found.

On second inspection, the three window reflections are the result of crafty photoshopping!

If you notice the wall reflection underneath the sink, it does not react the same way on the floor as the window reflections.

Re: Quick question about a render i found.

in the next public release, you will be able to control anisotropy and anisotropic rotation via texture.

Re: Quick question about a render i found.

On second inspection, the three window reflections are the result of crafty photoshopping!

If you notice the wall reflection underneath the sink, it does not react the same way on the floor as the window reflections.
The behavior is different, because the material are different. The floor material have blurry reflection, while the sink material is a perfect smooth reflection.

Re: Quick question about a render i found.

hello mebo I was reading this post, I have achieve those kind of reflection in my renders, you need a good wood floor texture the settings I used are this: 0.65 reflection gloss., 0.85 or .80 on reflection highlights and subdivision 26 to 30, and add a rectangular light behind the windows.

Re: Quick question about a render i found.

Just a very quick test that I did. I’m not using any rectangular lights in the scene. I use only the sky and sun system. In the color mapping I use 1.5 in the dark multiplier to increase the brightness on the dark areas. The blurry reflection is produced by my wood material that have .65 on the Hilight glossiness and .85 in the reflection glossiness. The toilet have a perfect reflection and you can notice the difference. Again this is a very quick test.

Best

Re: Quick question about a render i found.

Nice wood floor Fernando, when you said color mapping I am kind of confuse, could you share that wood floor material. :slight_smile:

Re: Quick question about a render i found.

I think that provides more exposure to the darker areas, you can also change that color to anything you want…

So you can basically brighten the darker areas with any color you want…if i am not mistaken.

EDIT: without altering the entire scene…again i may be wrong

Re: Quick question about a render i found.

I think that provides more exposure to the darker areas, you can also change that color to anything you want…

So you can basically brighten the darker areas with any color you want…if i am not mistaken.

EDIT: without altering the entire scene…again i may be wrong

The Dark multiplier control the intensity on he dark areas, but you can’t change that color. The behavior of the pixel are different depending of the color mapping type that you are using. So you can brighten the darker areas, but not with any color, just with he material pixel information.

Nice wood floor Fernando, when you said color mapping I am kind of confuse, could you share that wood floor material.
Yes, I could share the wood material. I made the material with the latest internal build, So is not going o work with the old product. I’ll redo the material with the old build in order that everybody can use it and then I’ll post it here.

Best

Re: Quick question about a render i found.

Hi Guys
Here is the wood materials.

Re: Quick question about a render i found.

Excellent! Thanks for the great tips Fernando. Very nice render and material.
Cheers. :slight_smile:

Re: Quick question about a render i found.

thanks fernando for the material! can you share the .visopt of that scene please, because I always get to dark interiors, I try to increse the intensity in GI (environment), but I get some dark borders in the windows, and the exterior is always totally burnt. Thanks.

Re: Quick question about a render i found.

Hi DAN16198899

Here is the scene, so you can grab the visopt from the scene. I believe that the visopt are not very important, because the setting depend of the scene. You can have the same GI setting, but the position and the appearance of he sun depend of the model and also the exposure through the physical camera is related to the model.

Re: Quick question about a render i found.

Thanks Fernado XD (sorry) for the scene I appreciate it!

Re: Quick question about a render i found.

Thanks pedro for the scene I appreciate it!
You are very welcome! But my name is Fernando :wink:
It is funny, because my full name is Fernando Rentas Pedrogo. When I start with ASGVIS they though that my last name (Rentas) was my middle name and my mother’s maiden name (Pedrogo) was my last name. So they setup my email as “fpedrogo” instead of "frentas).

Best