Guest nazcaLine Posted November 16, 2005 Share Posted November 16, 2005 hi. i'm a newbie in vray, and i'd like to know if there's something like specular highlights in vray materials, i don't see an option to this. i just found some shaders like blinn, phong and ward. how do you get a soft and broad specular highlight with vray material, for example? can anybody help me? Link to comment Share on other sites More sharing options...
DavidR Posted November 16, 2005 Share Posted November 16, 2005 Vray doesn't really support specular since it's a fake (there is a way to fake it though), but for real 'specular', which is actually a reflection (damn, I don't have Vray here), make glossiness less than 1 and make reflect not black. Reflect closer to white is more reflective, and glossiness values less 1 get bigger, softer highlights. Link to comment Share on other sites More sharing options...
Fran Posted November 16, 2005 Share Posted November 16, 2005 Another option is to disable reflection tracing in the vray material options. The shinyness is still controlled by the Reflect color of the Basic parameters. Also, you can use a Standard material, like always, but I understand that Standard materials render slower when using Lightcache. Link to comment Share on other sites More sharing options...
Tim Nelson Posted November 16, 2005 Share Posted November 16, 2005 And there is the highlight glossiness value in all versions after 1.09. You can use that in addtion to actual reflections or just by itself. Link to comment Share on other sites More sharing options...
Da_RoCk Posted November 16, 2005 Share Posted November 16, 2005 as stated by tim, the 1.45 and up does have give u a specular hl. however you can get it by lowering the glossiness value on the material. You can also achieve a different hl that corresponds to the shader. Ward is my preference cos you dont have to lower the glossiness value to achieve such HL. Link to comment Share on other sites More sharing options...
the.3dsmax.blogger Posted November 16, 2005 Share Posted November 16, 2005 as stated by tim, the 1.45 and up does have give u a specular hl. however you can get it by lowering the glossiness value on the material. You can also achieve a different hl that corresponds to the shader. Ward is my preference cos you dont have to lower the glossiness value to achieve such HL.I am very much aware of how phong & blinn work. No idea what WARD is ? and how relevant is its effect on highlight.somebody please care to explain Link to comment Share on other sites More sharing options...
anvaraziz Posted November 16, 2005 Share Posted November 16, 2005 ward is mostly used for objects which have anisotropic/blurry reflections,,, like metals........ Link to comment Share on other sites More sharing options...
Guest nazcaLine Posted November 16, 2005 Share Posted November 16, 2005 thanks all of of you for helping me but that's what i was afraid of: that the only way was glossines less than 1, because render time increases. (and the more blurry the reflection, much more time to render). let's say wood for example, as you know it has a broad and soft specular (very blurred reflection). so the only option is to turn glossines to .6 or so? hmmm.... and i'd like to know if there's a way to decrease the render time with glossines less than 1, (decreasing the samples?) i'll try also disabling raytracing in the material, it could work, let's see... thanks !!!! Link to comment Share on other sites More sharing options...
Guest nazcaLine Posted November 16, 2005 Share Posted November 16, 2005 oh sorry i forgot i have Vray 1.09 ... Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted November 16, 2005 Share Posted November 16, 2005 thanks all of of you for helping me but that's what i was afraid of: that the only way was glossines less than 1, because render time increases. (and the more blurry the reflection, much more time to render). let's say wood for example, as you know it has a broad and soft specular (very blurred reflection). so the only option is to turn glossines to .6 or so? hmmm.... and i'd like to know if there's a way to decrease the render time with glossines less than 1, (decreasing the samples?) i'll try also disabling raytracing in the material, it could work, let's see... thanks !!!! read tim's response again. highlight glossiness and glossiness are seperate tick box's. i think highlight glossiness was added so that people could fake their speculars without having to wait for the slow down of blurred reflections. Link to comment Share on other sites More sharing options...
ecastillor Posted November 16, 2005 Share Posted November 16, 2005 thanks all of of you for helping me but that's what i was afraid of: that the only way was glossines less than 1, because render time increases. (and the more blurry the reflection, much more time to render). let's say wood for example, as you know it has a broad and soft specular (very blurred reflection). so the only option is to turn glossines to .6 or so? hmmm.... and i'd like to know if there's a way to decrease the render time with glossines less than 1, (decreasing the samples?) i'll try also disabling raytracing in the material, it could work, let's see... thanks !!!! yes there is! Just lower your material glossiness subdivs....I think the default in 1.09 is 50 subdivs....which is though the roof, so just lower that to lets say, 5 subdivs, and give it a go.... From there, just mess around whith that parameter and the glossiness parameter.... Tho achieve a good looking specular the glossiness would have to be around .8 or .85..... Link to comment Share on other sites More sharing options...
Fran Posted November 16, 2005 Share Posted November 16, 2005 If all you want is specular highlights, just disable Trace reflections or use a Standard material with no reflection map. Did you happen to read my earlier post? Link to comment Share on other sites More sharing options...
Tim Saunders Posted November 16, 2005 Share Posted November 16, 2005 i'm with fran on this one. even though you get the warning from the little vray message box that standard materials may render slower, they won't in this case. i experimented a lot in simple scenes and lately for many metals like windo mullions and parapet caps and stuff like that where there is no bitmap needed, standard materials render faster than vraymtl with hilight glossiness. like twice as fast. i guess it all depends on the material you are making though. Link to comment Share on other sites More sharing options...
Guest nazcaLine Posted November 16, 2005 Share Posted November 16, 2005 i'll try also disabling raytracing in the material, it could work, let's see... thanks !!!! yes fran, i did read your earlier post sorry. Maytee: i'll try that option, looks interesting, i was thinking in something similar. Ecastillor: i'll decrease the subdivisions, then. after all, i just use that glossines options for metals, it looks terrific!! CHG: i have vray 1.09, so i think the specular option is not available, let me check...i just downloaded the last demo version today, i guess that option is there, so i'll experiment as soon as i can. one last question: if i choose specular option in vray mat, as you guys suggest, is it neccesary to place a specular only omnilight, like in the traditional lighting technique? thanks all of you!!! Link to comment Share on other sites More sharing options...
Hao La Posted November 16, 2005 Share Posted November 16, 2005 Are you looking for specular in Vray mat. Try this out: apply falloff for the reflection , let the 1st color black . In the 2nd color , apply your specular map . go back to the main window, decreasing the glossiness value . Link to comment Share on other sites More sharing options...
anvaraziz Posted November 17, 2005 Share Posted November 17, 2005 link take a look on that link,, v-ray mat settings r explained well.... Link to comment Share on other sites More sharing options...
Tim Nelson Posted November 17, 2005 Share Posted November 17, 2005 Excellent material tutorial! Thanks for the link. Link to comment Share on other sites More sharing options...
Guest nazcaLine Posted November 17, 2005 Share Posted November 17, 2005 excellent mat tutorial. thanks for the link, anvaraziz Link to comment Share on other sites More sharing options...
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