vRAY material, rendering and other parameters
December 29, 2011
A variety of materials commonly used to adjust:
1, light wood: diffuse: reflection mapping: 35 gray high light: 0.8; < br />
Matt Wood: diffuse: reflection mapping: 35 gray high light: 0.8 Gloss (fuzzy): 0.85
2, mirror stainless steel: diffuse: black reflections: 255 gray
Matte Stainless Steel: diffuse: black reflections: 200 gray gloss (fuzzy): 0.8
brushed stainless steel: diffuse: black reflection: attenuation map (black paste Figure) Gloss (fuzzy): 0.8
3, pottery: diffuse: white reflection: 255 Fresnel
4, sub-surface stone: diffuse: reflection mapping : 100 gray high light: 0.5 Gloss (fuzzy): 0.85 Bump Mapping
5, tiles: diffuse: Tile Reflection map: 255 Highlights: 0.8 Gloss (fuzzy): 0.98 Fresnel to map coordinates
ordinary brick: diffuse: Tile Reflection map: 255 Highlights: 0.8 Gloss (fuzzy): 0.9 Fresnel
6, wood flooring: diffuse: Tile map reflection: 70 maps 6×60 glossy (blurred): 0.9 Bump Mapping
7, clear glass: diffusion: gray reflection: 255 255 refraction index of refraction 1.5
frosted glass: diffusion: gray reflection: 255 Highlights: 0.8 Gloss (fuzzy): 0.9 7
255 glossy refraction (fuzzy): 0.9 refractive index 1.5
< br /> 8, ordinary cloth: Diffuse: map bump map
flannel: diffuse: attenuation map to displacement map parameters to reduce the displacement map coordinates
Hair Carpet: first to build a plane and then to 1500 * 2000 bath bo 40 Z 140 and then to a VR hair
9, leather: diffuse: reflection mapping: 50 High light: 0.6 Gloss (fuzzy ): 0.8 bump map texture coordinates
10, Water Material: diffuse: black reflections: 255 * Philippines attenuation ear tick refraction: refractive index of 1.33 255 color light blue smoke aversion multiplier 0.01
bump map: bath wave 350 bump 20
11, screens: Man ** white refraction color: gray map the refractive index of 1 to receive GI: 2
draft stage set
1, the global switch panel: Close 3D default lights, close the “reflection / refraction” and “smooth effect”:
2, the image sampler : “fixed rate”, a value of 1.
3, turn off “anti-aliasing filter.”
4, the irradiance map: default [very low], 30 segment model, interpolation sampling 10
5, light buffer: sub-100
6, RQMC sampler: noise threshold to adapt to the number of 0.95: 0.5 global minimum value of 8 sub-sampling multiplier: 0.1 5
7, lighting and materials are reducing the breakdown of values 5-8
the drawing stage set
1, the global switch panel: Open the “reflection / refraction” and “smooth effect”
2, Image sampler: “Adaptive quasi-Monte Carlo.”
3, open the “anti-aliasing filter”, select the “Mitchell-Netravali”
4, the irradiance map: default [in], the model segments 50, insert up sampling 30
5, – light buffer: segment 1200
6, RQMC sampler: noise threshold of 0.8 to adapt to the number: 0.005 Minimum 15 overall breakdown of double sampling device: 2
7, the breakdown of lighting and materials to increase the value of 20-50
the same figure when using these parameters with 11 minutes 6 seconds 5
bilingual
Diffuse – Diffuse
Bitmap – textures
Reflect – reflection
Hilght glossiness – high light
Refl glossiness – blurry reflections
Snbdivs – subdivision
floor reflection is generally around 50
material parameters:
wood:
diffuse out of wood textures
reflection –25-35 < br />
high light – 0.7
blurry reflections – 0.8
subdivision – 12 5
Blur – 0.1 plus bump
Burmp30 to 5
copy a map to Burmp
wood flooring:
1). Add in the diffuse channel floor textures
2). reflectance channel add falloff map set to fresnel reflection mode attenuation means
3). falloff map in the second a color Buxutaiqiang (light) can be set to 150 or [204.230.255]
4). Gao optical blur size 0.65 0.65-0.85 smaller the value Mohu stronger
5) the value of fuzzy sub-15
6). Bump channel copy diffuse texture map channel value 20 Blur to 0.1
real effect is created by stitching Zhuanfeng :
1). choose the ground texture in the edit panel adjust the tile size for the entire room size
2). reflectance of about 40
3). fuzzy reflections 0.8
4). Diffuse channel to add brick material (Tiles)
5). Click the tile to the next level in Tiles material / setup in the Add Texture seamless brick textures
6). copy the diffuse channel of the map to the bump channel is 30
7). Copy map in the diffuse channel to exchange channel is 2.
8). such as texture detail is too large to adjust channel parameters in the brick material matt brick
material
1). Diffuse map channel to add brick
2). reflectance of about 50
3). 0.8-adjusting fuzzy reflection 0.9
matt brick material (B)
1). Diffuse map channel to add brick
2). reflectance of about 50 < br />
3). fuzzy reflections add decay mode reflectivity 50
1, the global switch panel: Close 3D default lights, close the “reflection / refraction” and “smooth effect” < br />
2, image sampling: “fixed rate”, a value of 1.
3, turn off “anti-aliasing filter.”
4, the irradiance map: default [very low], 30 segment model, interpolation sampling 10
5, light buffer: sub-100
6, RQMC sampler: noise threshold to adapt to the number of 0.95: 0.5 global minimum value of 8 sub-sampling multiplier: 0.1
7, lighting and materials are reducing the breakdown of the value of 5 -8
the drawing stage set
1, the global switch panel: Open the “reflection / refraction” and “smooth effect”
2, the image Sampler: “Adaptive quasi-Monte Carlo.”
3, open the “anti-aliasing filter”, select the “Mitchell-Netravali”
4, the irradiance map: default [in], the model segments 50, insert up sampling 30
5, – light buffer: segment 1200
6, RQMC sampler: noise threshold of 0.8 to adapt to the number: 0.005 Minimum 15 overall breakdown of double sampling device: 2
7, the breakdown of lighting and materials to increase the value of 20-50
the same figure when using these parameters with 11 minutes 6 seconds 5
bilingual
Diffuse – Diffuse
Bitmap – textures
Reflect – reflection
Hilght glossiness – high light
Refl glossiness – blurry reflections
Snbdivs – subdivision
floor reflection is generally around 50
material parameters:
wood:
diffuse out of wood textures
reflection –25-35 < br />
high light – 0.7
blurry reflections – 0.8
subdivision – 12 V
Blur – 0.1 plus bump
Burmp30 to 5
copy a map to Burmp
wood flooring:
1). Add in the diffuse channel floor textures
2). reflectance channel add falloff map set to fresnel reflection mode attenuation means
3). falloff map in the second colors do not need too (light) can be set to 150 or [204.230.255]
4). high light the size of the smaller value of 0.65 fuzzy blur of 0.65-0.85 stronger
5) the value of fuzzy sub-15
6). Bump channel copy diffuse texture map channel value 20 Blur to 0.1
real effect is created by stitching Zhuanfeng :
1). choose the ground texture in the edit panel adjust the tile size for the entire room size
2). reflectance of about 40
3). fuzzy reflections 0.8
4). Diffuse channel to add brick material (Tiles)
5). Click the tile to the next level in Tiles material / setup in the Add Texture seamless brick textures
6). copy the diffuse channel of the map to the bump channel is 30
7). Copy map in the diffuse channel to exchange channel is 2
8). such as texture detail is too large to adjust channel parameters in the brick material
matt brick material (A)
1). Diffuse map channel to add brick
2). reflectance of about 50
3). adjust blurry reflections 0.8-0.9
matt brick material (B)
1). Diffuse map channel to add brick
2). reflectance 50 about
3). fuzzy reflections add decay mode reflectivity 50
stainless steel:
1). Diffuse – 0
2). reflectance parameters – 200
3). high light – 0.8
Sand Steel Material:
1). Diffuse – 0
2). reflectance parameters – 200
3). high light – 0.8
4). fuzzy reflection parameters – 0.8
5). bump channel selection rules paste material particles plus noise (Regular) particle size 2.Bump parameters – 30
gold Material:
1). Diffuse – 0
2). Man Anti ** color – (205.150.155)
3). high light – 0.7
4). reflectance channels on two decay modes decay channels are located (205.150.55)
5). and to fresnel mode-Falloff Type D r \ C ^
DVD TV shell:
1). diffuse white
2). reflectance – 30
3) Highlight – 0.86
Glass:
1). diffuse white
2). Check the Fresnel (parameters: 4)
3). Check Affect shadow
4). fog color color (198.231.225) intensity of 0.02
sofa
1). add the diffuse channel attenuation model
2). the first to add a sofa attenuation map
3). The second attenuation color than their white color to
4). high light – 0.35
5). Reflection – 0.15
6). Close options in Trace vefletion
7). copy posted to the bump map in the sand strength – 30
white paint:
1). diffuse Channel – 250
2). reflectance intensity – 25
3). high light – 0.88
4). blur strength – 0.98
marble:
1). Diffuse map channel to add marble
2). Diffuse channel plus falloff map, select the fresnel mode = 1
3). specular 0.9 Fuzzy 0.95, subdivision 15
leather sofas:
1). diffuse map in Choose leather quality wood textures Blur – 0.1
2). specular 0.7 0.6 blurred segments 20
3). diffuse map to the bump channel is associated with copy 40
4). reflectance 35
Mosaic:
1). diffuse channel map (Mosaic)
2) add a falloff reflection channel way fresntl
3). reflectance 125
4). high light 0.85
5). fuzzy sub-0.7 15
6). copy map to Bump Blur – 0.35
frosted glass:
1). refraction channel 160
2). ambiguity 0.75
3). segmentation 4
4). colluded with Affect shadows
Water:
1). Vray material settings set
2). refraction channel color set to pure white (complete reflection)
3) . reflectance channel add falloff falloff map
4). Mix carre pulled 4 cells
5). into the shading panels Environment rollout on collusion in the second Set the color to white to better reflect the material (the results are satisfactory not to set).
6) IOR is set to 1.33
tea:
1 .) specifically Vray material
2). Man Anti ** color 242
3). Anti ** color 54
4). fold ** Color 248
5). Set fog colorl (fog color) with red tendency (255.252.228)
6). reduce the fog multiplier 0.5
drink:
1). Vray material set
2). Anti ** color 72
3). reflects 225 < br />
4). fog color 252. 238. 144
5). On Revelation translucent palette Hard (wax) model Thickness 19999
6). light.muliplier 3.0
7). refracted gloss Giossimess 0.5
8). subdius subdivision 20
wine:
1). Vray materials specifically set
2). reflection map channels plus falloff
3). ** off color .225
4). fog color (224. 74. 99)
5). fog multiplies 0.04
carpet:
1 .) Vray materials designed home.
2). Diffuse map channel carpet
3). copy the map to the Bump channel
curtains . (gauze)
1). to change the whole diffuse white
2). refracted set plus attenuation map [falloff] the first 100 second 0 (first A 65-second 0)
3). 4-5 curve to improve cell
4). will IoR Make 1.01
5) . diffuse set to output (output map) improved screens height, output. Amout 0.5 RG level 1.2
silk material is created
1). Vray materials specifically set
2). diffuse attenuation for the falloff map
3). The first set of silk texture. The second change
4) attenuation map into the mix curve
5). __ click the check point is set to increase in the curve can be adjusted
wove transfer results
< br /> towel tune knot:
1). plus diffuse texture
2). Displace. to change map 〓 Canada (hair texture)
1, the global switch panel: Close 3D default lights, close the “reflection / refraction” and “smooth effect”
2, image sampling: “fixed rate”, is 1
3, turn off “anti-aliasing filter.”
4, the irradiance map: default [very low], 30 segment model, interpolation sampling 10
5, light buffer: sub-100
6, RQMC sampler: noise threshold to adapt to the number of 0.95: 0.5 global minimum value of 8 sub-sampling multiplier: 0.1
7, lighting and materials are reducing the breakdown of the value of 5 -8
the drawing stage set
1, the global switch panel: Open the “reflection / refraction” and “smooth effect”
2, the image Sampler: “Adaptive quasi-Monte Carlo.”
3, open the “anti-aliasing filter”, select the “Mitchell-Netravali”
4, the irradiance map: default [in], the model segments 50, insert up sampling 30
5, – light buffer: segment 1200
6, RQMC sampler: noise threshold of 0.8 to adapt to the number: 0.005 Minimum 15 overall breakdown of double sampling device: 2
7, the breakdown of lighting and materials to increase the value of 20-50
the same figure when using these parameters with 11 minutes 6 seconds 5
bilingual
Diffuse – Diffuse
Bitmap – textures
Reflect – reflection
Hilght glossiness – high light
Refl glossiness – blurry reflections
Snbdivs – subdivision
floor reflection is generally around 50
material parameters:
wood:
diffuse out of wood textures
reflection –25-35 < br />
high light – 0.7
blurry reflections – 0.8
subdivision – 12
Blur – 0.1 plus bump
Burmp30 to 5
copy a map to Burmp
wood flooring:
1). In Diffuse channel floor textures to add
2). reflectance channel add falloff map set to fresnel reflection mode attenuation means
3). falloff map in the second No color is too strong (bright) can be set to 150 or [204.230.255]
4). high light the size of the smaller value of 0.65 fuzzy blur of 0.65-0.85 stronger
5) the value of fuzzy sub-15
6). Bump channel copy diffuse texture map channel value 20 Blur to 0.1
real effect is created by stitching cracks between the blocks:
1). choose the ground texture in the edit panel adjust the tile size for the entire room size
2). reflectance of about 40
3) fuzzy reflection 0.8
4). Diffuse channel to add brick material
5). Click to the next level in the brick material Tiles / setup in the Adding Texture seamless brick textures
6). copy the diffuse channel of the map to the bump channel is 30
7). copy the diffuse channel The map to the replacement channel is 2
8). such as texture detail is too large to adjust channel parameters in the brick material
matt brick material (A) < br />
1). Diffuse map channel to add brick
2). reflectance of about 50
3). adjusting fuzzy reflection 0.8-0.9 < br />
matt brick material (B)
1). Diffuse map channel to add brick
2). reflectance of about 50
3). fuzzy reflections add decay mode reflectivity 50
stainless steel:
1). Diffuse – 0
2) reflection parameters – 200
3). high light – 0.8
Sand Steel Material:
1). diffuse – 0
2). reflectance parameters – 200
3). high light – 0.8
4). fuzzy reflections parameters – 0.8 < br />
5). bump channel selection rules paste material particles plus noise (Regular) particle size 2.Bump parameters – 30
gold Material:
1) Diffuse – 0 9
2). Man Anti ** color – (205.150.155)
3). high light – 0.7
4). reflectance channels on two decay modes decay channels are located (205.150.55)
5). and to fresnel mode-Falloff Type
DVD TV shell:
1). diffuse white
2). reflectance – 30
3). high light – 0.86
Glass:
1). diffuse white
2). Check the Fresnel (parameters: 4)
3) Check Affect shadow
4). fog color color (198.231.225) intensity of 0.02
sofa
1) . add the diffuse channel attenuation model
2). the first to add a sofa attenuation map
3). The second attenuation than its color changed to white color < br />
4). high light – 0.35
5). Reflection – 0.15
6). Close options in the Trace vefletion
< br /> 7). copy the sofa to the bump map in intensity – 30
white paint:
1). Diffuse channel – 250
2). reflectance intensity – 25
3). high light – 0.88
4). blur intensity – 0.98
Marble:
1). Diffuse map channel to add marble
2). Diffuse channel plus falloff map, select the fresnel mode
3) Highlight 0.9. blur 0.95, subdivision 15
leather sofas:
1). diffuse map, select the skin material quality maps Blur – 0.1
2). specular 0.7 0.6 blurred segments 20
3). associated with diffuse map is copied to the bump channel 40
4 .) reflectance of 35
Mosaic:
1). diffuse channel map (Mosaic)
2). reflectance channel way to add falloff To fresntl
3). reflectance 125
4). high light 0.85
5). blur 0.7 subdivision 15
< br /> 6). copy the map to the Bump Blur – 0.35
frosted glass:
1). refraction channel 160
2 .) ambiguity 0.75
3). segmentation 4
4). colluded with Affect shadows
water:
1) Set the Vray material set
2). refraction channel color set to pure white (complete reflection)
3). reflectance channel add falloff falloff map
4). Mix carre pulled 4 cells
5). into the shading panels Environment rollout in the second collusion on Set of white reflective material color for better (the results are satisfactory not to set
6) IOR is set to 1.33
tea:
1). Vray materials designed
2) diffuse anti-** color 242
3). Anti ** color 54 ^ HR8.9 ^ [1u
4). off color 248 j
Tags : falloff