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  1. Hi, I created a room, with 4 walls. Each one of them have different material (paint, ceramic tiles, wood panels). Created Poly IDs for each of the wall to be able using "Multi/Sub-object material" assing 4 different materials. However i need to eddit scale and mapping of ceramic tiles, but when i do it using "UVW Map" it changes the way other walls looks like (paint, wood panels). Can someone please help me to understand how to do it properly? Thanks, Jakub
  2. Hello everyone! I am total beginner in proxy idea and i would really need some help! I export Proxy model but I don't Know how to save the material as well. I have read in some forums that v-ray creates automatically a multi-material but in my case it does not! When I import the proxy in a new file I have to re-assign all the materials manually one by one and it takes too much time. Is there any easier way? Thank you in advance for your time! ps:I am using v-ray 4.20.02
  3. Hello everyone, i'm new with 3d and v-ray renderings... This is my problem: when i put the object 'mirror' in the room, those weird reflections appear all over the room. Anyone knows how to fix that?
  4. Hello all! Our team is pleased to present and recommend for use the plugin "V-TayMtl Converter 3", which, in addition to converting materials, lights, cameras, proxies and other scene components, can now also automatically adjust the workspace in ACEScg or sRGB for rendering in V-Ray! This corresponding function does the following: depending on the option selected, switches to ACEScg or sRGB in the [Render Setup> Settings> Color management> Rendering RGB primaries] finds all VRayBitmap and VRayColor maps in the current scene and determines the purpose of these maps - displayed in color (diffuse (albedo), reflect, refract, translucent, sss, selfillum, environment/light etc.) or with technical data (bump, glossiness, displacement, ior, anisotropy etc.) and separates the map instances (if any) in the conflicting slots. toggles the [RGB colorspace] and [Color space transfer function] maps according to the selected color space. In this case, the function determines whether a bitmap texture with special suffixes in the file name (_lin_srgb, _srgb, _acescg, _raw) is used or the file name is used without a suffix. optionally, you can enable gamma correction in [Render Setup> V-Ray> Color mapping] and rename duplicate map names that may be after splitting instances in conflicting slots. "V-RayMtl Converter 3" allows you to switch to the desired Color Space with one click! You can read more detailed information about this plugin here: "V-RayMtl Converter 3" Official site or here: ScriptSpot "V-RayMtl Converter 3" are officially tested by the Autodesk® team and also is available in the Autodesk® App Store. Good luck and great creative work! Best regards, MAXTools team.
  5. Hi everybody, I am having a real problem finding some wallpaper textures for a bathroom that I am doing for a client. Can anybody point me in the right direction as to where I can find wallpaper textures from wallpaper companies that can be used in archviz projects and that are generally seamless? I don't want to violate any copyrights and the sample that I have been given is very specific (it's an image from a magazine). I have tried a Google Image search and others to find something similar, but no success. So I think my only recourse is wallpaper manufacturers, but I don't know how to go about it. Anybody with experience in this area, I would greatly appreciate your help! Here in the attachments is the image from the magazine that my client sent me.
  6. Hey all, I have been working on a generator that turns a tileable bitmap texture into a PBR material. Initially I created this to convert my current models over to PBR materials for real-time work for unreal engine or export to GLTF. I also wanted a bit of extra control when it came to adjusting normals and other channels which then turned into building this little tool that runs in Substance Player. I was inspired by great applications like crazy bump but then it turned into something a little different - if you pay attention to the metallic settings in the first video. Sorry about the tinny microphone in the following video I have a few new things to buy as it seems lol. You can check it out here: Lots more updates coming soon
  7. Hello everyone I'm looking for a good course and/or books on texturing and materials. Doesn't have to be render engine specific, although I'd prefer something for a V-Ray metalness workflow. I haven't found anything that covers the more advanced aspects of this subject collectively. Material needed : -Exhaustive list of procedural textures and their most important settings and parameters -Specific use of procedurals on a variety of material scenarios -Ground/terrain texturing -Mixing materials -Mixing textures -Tiling/Seamless textures -Adding variety on large surfaces -Opacity and alpha channel -Baking -Imperfections and their different implementation in terms of subtraction (scratches) / addition (smudges) I have acquired some knowledge in bits and pieces, but it's always better to have a roadmap and Youtube won't cut it. Interested in both the whys and hows. I'd like to own the aforementioned concepts before I jump onto Substance and custom material creation. Any suggestions? Alex
  8. So I have run into a problem and don't want to spend time cleaning 800+ materials. We have an in-house consultant that is looking to take our Anima crowds for a large project for use in his program (it doesn't need the animation part... just for stills). He is using Lumion. So he is requesting all the materials to be simple, clean standard materials exported as an FBX. The problem I'm finding with this process is Anima uses tons of ColorCorrects and Falloff Maps that they don't send the object with the material into his program. Is there a better workflow for this process? ... Or another option, is there a script that will take out ColorCorrects and take the top bitmap from a Falloff Map? Basically, put the raw Bitmap into the Diffuse slot. Thanks
  9. Hey all you viz people, I was wondering if anyone has any tried and true methods for organizing your material library images. Do you just use folders with a certain naming convention for the files? Or do you use a software to navigate and organize the images? (like Lightroom maybe?) Right now I have a number of main category folders and organize the materials via a numbered system within them. For example - carpet_001, carpet_002, carpet_002_bump, etc. Also do you generally keep your images as jpeg's and only convert to png when you need transparency? Right now my library is made up of free materials I've acquired through websites or searches. I realize that I need to invest in high res materials, I just don't have the finances to do so yet. Any other tips for library organization would be greatly appreciated. -- Luke Holdmann
  10. Trying to fabricate a translucent plastic caseholder for a fuji film roll. Inside is a Christmas led light ( IES ). Materials try out; 1. VrayBRDF ; Glass_Coated ; adjustment color white - IOR 1.5 2. VrayBRDFSSS2 ; Plastic_SSS_02 ; adjustment color white – IOR 1.456 3. VrayBRDF ; Plastic_Transucent_01_white ; adjustmment color white - Opacity 0.8 4. Layer Material ; Reflection / Diffuse and Refraction layers 1 & 3 look the most like the original. But it's still not there, room for improvement ! How would you approach this ?
  11. We would like to test a new thing at our office, and would like to give the task of tiling textures to someone who never did it before, barely did any 3d work so far. We scan our materials, so the textures are all looking good, but we need to do the tiling and we would like to see how hard it is for someone who never had a task like that before. Do you know any good video/tutorial that we could use for that purpose, a tutorial for beginners. As mentioned we scan the materials, so no need to remove gradient or noise from the texture, to get rid of reflections, only getting rid of the seams (although a video with an explanation of not only getting rid of the seams are good as well). We only know old tutorials from 5-10 years ago, and would like to use some newer ones. I am going through youtube and google, but it would help if someone could point to a video and says "that's good, try that", if you have any video you liked or remember that are good, please share it in the comments below. What videos/tutorials you know of that you would recommend? Thanks!
  12. Hi all, In a scene I'm working on I have 5 jpegs plugged into their own CoronaLightMtl. I want all the CoronaLightMtl nodes to share the same parameters, emit light, intensity, visibility etc. But don't want to update it 5 times every time I tweak something. Is there a way to instance the materials so they all update, but can have different bitmaps plugged into them? Thanks in advance.
  13. Hallo I´m learning how to use VrayforC4D...maybe you could help me. I want to contain fog to an object, like the extract images that i had screenshot from the chaosgroup website help. How it is done in VrayforC4D...i have already search in youtube for some kind of tutorial, but until now....not successful. Cheers
  14. Hi Folks, Does anyone know what happened to the idst-render.com website? It had some handy mental ray materials. It looks like the site just disappeared off the face of the interwebs.
  15. I want to create my own shader ball, but I dont know which lights and setup would be the best. Im using an HDRI, but I dont know if I should add another (for e.g. rectangular directional) light for the reflection to be bigger (but then it becomes over saturated), OR should I create a studio setup? What is the best setup/lighting for a shader ball scene? It would be used mostly for interior shots/material testing I'm using Corona 1.3 and Max 2016 (I also have V-Ray 3.3, but i need to use Corona). Thank you!
  16. Hello everyone, I need to achieve the nylon material from the attached image. After I day of tests i find it hard to get a good result. I have attached my last test. The material I use has a custom bump map and a custom falloff in diffuse. I have attached it as well. Any advice anyone? Thank you!
  17. Hallo! I am wondering if there's a way (without having to do it in post) to apply a glowing edge around an object with a lightMaterial shader. for example, the regular maya materials have a feature called "Special Effects" which has a glow intensity slider, and produces this effect: V-Ray, on the other hand, emits actual light, but doesn't have that nice bloom effect around the edges: Is there a way to get that effect without having to do it in post?
  18. Anyone got some tried and tested values for a realistic basic standard 20th century red brick? I'm applying settings, with a reasonably good grasp of V-Ray shader settings, however I really haven't nailed a satisfying brick shader yet! ...I'm mean I can do an okay one but... Specifically I'm referring to values related to IOR, reflectivity, glossiness, bump, displacement, and output node, and map values. Getting a small amount of reflectivity and varying amount of glossiness, is where I'm struggling at the moment. Obviously, basic brick is very diffuse, however, everything has some reflectivity, and getting the balance just right may be more to do with the lighting scenario. I have an HDRI and a V-Ray Sun working together, but perhaps I need more foliage etc to bounce light off (onto the walls). Tried and tested values would be a useful guide in the right direction. C'mon guys, how do you set up your brick shader?! btw - this is just a work in progress so please ignore the unfinished scene; placeholder materials, mapping, etc.
  19. I noticed recently that I was getting a lot of duplicate materials (same name, same properties) in a scene even though I was using the 'use scene material' option when merging. A colleague suggested that instead of using the 'apply to all duplicates' option, I click through each warning individually, and sure enough, it successfully merged the materials (this is a simple scene with only 10 or so materials and I know they are all identical as they were all taken from a merged model common to each one) Is this a known bug or just me?
  20. I have a problem with importing a model that I have created in Sketchup into 3DS Max to render with Maxwell Render. I have the units of my model set up as follows: The units for sketchup are also in mm. When I import the .skp file using the 3DS max import option and render the file the materials do not scale properly: If i create a geometry in max and apply the same material, the material is to scale as shown here with a box: One solution for a small plane like that in my sketchup model is to go into sketchup and export the model as a MXS and them import it as a MXS file type in max. When i apply the same material as in the earlier images, the Material is now to the correct scale as shown here (again next to a box created in max): This workflow from sketchup to max is a bit tedious and does NOT work for more complex models and lots of geometry is missing. So my question is this, How can i import sketchup models into Max and have the materials map properly?
  21. Hi Guys, I thought some of you here might like this script. It has a database of around 15000 paints for various brands (mostly Australian). They are very easy to look up just select the brand and start typing. The image below should give you an idea of how it works. It's quite handy if you are working with architects, designers and specifiers who give you specific schedules for paints etc... If you guys have other paint brands you would like me to add to the tool just let me know and I will see what I can do. You can download the script here: http://daveandgoliath.com/2014/10/30/script-paint-pot/ Cheers, Dave
  22. Just trying to proxy some of my trees so I don't have to bring in multiples of million poly trees. I create the proxy, there's two options, one to save each bit of geo separately and one to have it as all one mesh. The latter, when I bring it into 3ds max, turns it bright pink, the other seems to be not UV'd or something because the trunk and leaves are a solid/cartoony shade of green and brown. Any ideas?
  23. Hi you all! I use Skecthup with Vray to render 3d. I would like to get a metal fabric aspect for a material. I used a texture, diffuse (with transparency) and reflection layer. For reflection I utilized 2.0 for TextFresnel options (IOR) and 1 for Glossiness. In preview mode the material used looks good, as I would want to see it. But the material seems to not have the same performance in rendering. I attach an example of render and material preview. The objects with this material are solid components, with a thin depth (2 cm).
  24. Hi There! I am facing a unique problem with my sketchup vray. And the rendering process n this particular model has gone staggeringly slow. And after a bit of searching for anything unusual, There appears to be some materials present in vray material editor which is not here in sketchup materials named, 'image1, image2, image3, image4'. Once I remove these materials by right clicking, they gets removed for a second and appears again. Hope somebody could help me.
  25. Detailed Description of Request: The way that 3DS Max handles external maps and textures currently is via a standard pathing system. When you save a scene or material library, a reference to any external assets are stored inside of that file. When you re-open that file, 3DS max follows a "search order" as described here: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/index.html?url=files/GUID-BD426294-329E-48D2-AB34-8982E63E2FA0.htm,topicNumber=d30e572870 For a quick breakdown, basically 3DS Max locates maps in the following order: 1. The path saved with the file. 2. The directory of the current scene. 3. The paths listed in the External Files panel, starting at the top of the list. 4. Every subdirectory under the directory of the current scene. While this search logic can work well for scenes and projects, it does not effectively translate well for artists who are looking to create and maintain a centralized database of materials, nor does it synergize particularly well with the creative process. Creating the actual .mat file is a no-brainer. You simply create your material and then save out a material library in slate. Problems can start to arise when you perform any of the following: 1. Reorganize directories of textures on disk, effectively breaking the pathing saved with the material library. 2. Sending your material library to other people (who have different file structures) A lot of tedious solutions to this have been accepted as "best practice," despite not being terribly efficient in the first place: 1. Creating and appending unique IDs to any maps that are used in your material library so that the filename is unique from any other file, and adding this new path to your external path configuration. 2. Never, ever, ever (ever) changing the folder structure of your external asset libraries on disk/server. What I am proposing is a more intuitive way to create and maintain material libraries that don't involve a series of tedious steps to ensure they don't break when the structure of your actual HD changes, or when you share files. These solutions are: 1. The ability to "commit" and embed actual images inside of any material library that you create inside of slate, effectively internalizing all map dependencies to a single file. If you want to send a library of materials to someone - you simply send them a .mat file. Done. I envision from a technical standpoint that this could be accomplished easily with zip compression and relative pathing. No renaming a ton of files to prep for archival. No pathing woes. No more broken references. 2. If the above is technically infeasible for whatever reason (I can't possibly see how), I can think of an alternative approach that would still be lightyears ahead of the current implementation. Allow the user to set a "master" map path on a per .mat file basis that would be prioritized first during the search order described at the beginning of this post when max tries to locate maps for your material library. This would allow users to relink all broken maps for any given material library by simply pasting a single directory where all relevant material textures and maps are located. Some of you might be quick to point out that you can already do this by adding this directory to your external path configuration, but this would really just be an incomplete solution. By doing this you still expose your material library to potential naming conflicts (woood302044.jpg however unlikely, may also exist in another material library, and get loaded instead). With this approach, you ensure that the correct maps for any given material library are actually loaded, irrespective of their file name. 3. If the second implementation was chosen above, a new feature would also need to be introduced similar to the resource collector that currently exists for projects/scenes, allowing you to collect and save all maps common to a material library in a directory of your choosing. This would allow users to archive material assets a hell of a lot more quickly and efficiently. Request Summary: Irrespective of the suggested implementations above, I want to underline that the basis of this feature request is to empower users to create and archive powerful material libraries without the tedium and file management nuances inherent to 3DS Max's pathing logic. I think more people would make use of this feature, reuse materials, share materials, and otherwise become more efficient with material creation if a system like this existed. Why this feature is important to me: As a creative professional, I dislike when technology forces me through several tedious processes just to ensure that my assets load correctly. Uniquely renaming hundreds of files and discouraging me from reorganizing my HD because of pathing interrupts my creative process and discourages me from using what could be an amazing feature, all together. Screenshot of proposed feature: Thanks!
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