sesim Posted November 3, 2007 Share Posted November 3, 2007 Anyone have some exp in using those woods on a vraymtl and get it to show correctly? I have tryed all sort of ways for gloss,ref,spec balance but cant get it to realy work any good. any tip? So for all, im a inhouse 3d artist and working at a pro level with vray so this is not a noob question. /sesim Link to comment Share on other sites More sharing options...
dagor Posted November 3, 2007 Share Posted November 3, 2007 hi Sebastian. the words about pto level looks like noob words )) amyway what kine of wood do you want to get with vraymtl? there are wery different type of wood in reallife, despite use one texture for it. for example wood floor or polyshed wood or parquet or greenwood looks very different but you can use one oak texture. can you show image with wood which you want? Link to comment Share on other sites More sharing options...
Koper Posted November 3, 2007 Share Posted November 3, 2007 arroway does make great textures. as a base for the material, assign the diffuse and bump maps, and then either use the bump or specular map in the hilight glossiness slot, and make your reflection black value 10. that should give a base to work from. Link to comment Share on other sites More sharing options...
sesim Posted November 3, 2007 Author Share Posted November 3, 2007 hi Sebastian. the words about pto level looks like noob words )) amyway what kine of wood do you want to get with vraymtl? there are wery different type of wood in reallife, despite use one texture for it. for example wood floor or polyshed wood or parquet or greenwood looks very different but you can use one oak texture. can you show image with wood which you want? that was just the simple answers i was not looking for! i know everything about spec,gloss and bump and so on! but the vray mtl has not the same build up as a ordinary standrad mat wwere u can give the amount by spec,gloss and so on! thats was my question. so these textures are built to work in a more normal way! but its struggl to work great in vraymtl! Link to comment Share on other sites More sharing options...
sesim Posted November 3, 2007 Author Share Posted November 3, 2007 arroway does make great textures. as a base for the material, assign the diffuse and bump maps, and then either use the bump or specular map in the hilight glossiness slot, and make your reflection black value 10. that should give a base to work from. they shurly do! im on a client work for marbodal.se kitchen design! so i cannot show! but the diff map struggles in vraymtl for some reason. butt i will trey and tre and see... ty Link to comment Share on other sites More sharing options...
dagor Posted November 3, 2007 Share Posted November 3, 2007 that was just the simple answers i was not looking for! may be it`s our language barrier truoble, may be i`m realy noob, but i don`t undersand what is your question exactly. you ask "Anyone have some exp in using those woods on a vraymtl and get it to show correctly?" YES!! i have exp in using wood. it shows correctly for me. but what i think correctly you can think not correctly. so may be we can take one or two images of wood as standard you need and try to do it with vraymtl? i think vraymtl is more than enough for wood or other material. anyway my usualy wood mat is: diff - texture reflect - corrected diffuse texture or simple color, average amount of reflect is 200 glossy - corrected diffuse texture or another wood texture or simple color. average amount of glossy is 0.8-0.9 bump - corrected diffuse texture or another wood texture. IOR - corrected diffuse texture or simple color. average amount of IOR is 1.2 - 2.2 i use hight IOR with small reflect and small IOR with hight IOR. please be noticed that i`m realy try to help. there are not any sarcasm or sneer in my word. Link to comment Share on other sites More sharing options...
sile Posted November 3, 2007 Share Posted November 3, 2007 Dagor, thanks for sharing your settings. I was in trouble with wood material too and it is nice to hear how the others do that. I usually use very similar settings now. But it depends on the type of wood of course. Sesim, here is the link for a nice collection of v ray materials. So you can study how they are built: http://www.vray-materials.de/ I hope it would help!!! And I think it is not important if any question is on noob or pro lever, who cares... Link to comment Share on other sites More sharing options...
dagor Posted November 3, 2007 Share Posted November 3, 2007 2 sile and all sorry i`ve forgot to notice you that i use gamma 2.2 in max and vray. so it needs some small tweak for gamma 1 or another. http://www.vray-materials.de/ - good link. but some of material from there can realy slow down render, so be careful when use it! Link to comment Share on other sites More sharing options...
sesim Posted November 4, 2007 Author Share Posted November 4, 2007 may be it`s our language barrier truoble, may be i`m realy noob, but i don`t undersand what is your question exactly. you ask "Anyone have some exp in using those woods on a vraymtl and get it to show correctly?" YES!! i have exp in using wood. it shows correctly for me. but what i think correctly you can think not correctly. so may be we can take one or two images of wood as standard you need and try to do it with vraymtl? i think vraymtl is more than enough for wood or other material. anyway my usualy wood mat is: diff - texture reflect - corrected diffuse texture or simple color, average amount of reflect is 200 glossy - corrected diffuse texture or another wood texture or simple color. average amount of glossy is 0.8-0.9 bump - corrected diffuse texture or another wood texture. IOR - corrected diffuse texture or simple color. average amount of IOR is 1.2 - 2.2 i use hight IOR with small reflect and small IOR with hight IOR. please be noticed that i`m realy try to help. there are not any sarcasm or sneer in my word. Sorry for sounding sarcastic, but im talking about specific woods! the woods from arroway.de they comes with all maps needed! but the usage of these maps are in a way trouble to get right using vraymtl! in a standard mat u have the ability to set the amount in % how much gloss and ref/spec u want! and that is in a way what these maps needs. We are rendering 300dpi brochyre prints and they need to be xact! so thats my question! not a straight question on how wood works! just how to get the arroway wood maps to work great! hope that sort things out.? see pic below for the wood im using. /s Link to comment Share on other sites More sharing options...
dagor Posted November 5, 2007 Share Posted November 5, 2007 now i think i understand what you want. you can tweak texture in % too!!! black (rgb 0) color is 0% white (rgb 255) color is 100% so if you want for example 90% reflectivit floor - you can ajust refl texture in photoshop to averege 200, make it not so contrasted. you can do it with glossy to. also you can do it in max, not in ps. i use output map for it. i use colorcorrect plugin for it. you can put you map in reflect slot and make this slot not 100 but 10 or 20. Link to comment Share on other sites More sharing options...
aaron-cds Posted November 6, 2007 Share Posted November 6, 2007 To get that look you need to use displacement. Link to comment Share on other sites More sharing options...
dagor Posted November 6, 2007 Share Posted November 6, 2007 heh, i would like to see how does dislacemen help)) Link to comment Share on other sites More sharing options...
aaron-cds Posted November 6, 2007 Share Posted November 6, 2007 http://www.cgarchitect.com/vb/attachment.php?attachmentid=23122&d=1194187250 Without displacement, you wouldn't see the joints in the floor or the edge highlights on the floor boards. I used the arroway floor texture with displacement for my loft rendering. Link to comment Share on other sites More sharing options...
dagor Posted November 6, 2007 Share Posted November 6, 2007 i think you can fake it with bump map. anyway great render and i`ll make some test with displacement and bump map. i can`t use displace in every project, it`s take alot of memory. Link to comment Share on other sites More sharing options...
aaron-cds Posted November 6, 2007 Share Posted November 6, 2007 The brick texture is Arroway as well. The walls were bump mapped and the underside of the arches were displaced. I couldn't get the floor to look realistic without displacement. I'm sure I could if it was one of those wood floors that has tight joints. This floor and the one in the example have wide joints. Displacement would be the only way to get a realistic result for those two wood floors. Link to comment Share on other sites More sharing options...
Nic H Posted November 7, 2007 Share Posted November 7, 2007 I think the original question was where do I put the 'specular' map? I put it in the 'reflect glossiness' map. I have also put it in a falloff map in the white slot for a more subtle effect. Link to comment Share on other sites More sharing options...
dagor Posted November 7, 2007 Share Posted November 7, 2007 yea, first question was not about displacement, and this suggestion can`t help. but it`s interesting anyway, may be only for me... Link to comment Share on other sites More sharing options...
Koper Posted November 7, 2007 Share Posted November 7, 2007 To get that look you need to use displacement. and what if you take the blur amount in the bitmap map to 0,1. I found that that litle overlooked option is what causes alot of headaches, ... well... at least mine and what displacement do you refer to here? material based or object based Link to comment Share on other sites More sharing options...
aaron-cds Posted November 7, 2007 Share Posted November 7, 2007 and what if you take the blur amount in the bitmap map to 0,1. I found that that litle overlooked option is what causes alot of headaches, ... well... at least mine and what displacement do you refer to here? material based or object based If this wood floor can be done with a bump map, I would like to see someone try. Of course the wood grain could easily be done with a bump map. I'm talking about the gaps in the floor board. http://www.cgarchitect.com/vb/attachment.php?attachmentid=23122&d=1194187250 The displacement I use is the vraydisplacement modifier. Link to comment Share on other sites More sharing options...
Koper Posted November 7, 2007 Share Posted November 7, 2007 i'll check it out. Have anyone ever used the material displacement? i have tried but failed miserably dhope... I need a new grfx card, this one is on the fritz, will check it later Link to comment Share on other sites More sharing options...
aaron-cds Posted November 7, 2007 Share Posted November 7, 2007 i'll check it out. Have anyone ever used the material displacement? i have tried but failed miserably What is that? Is that the same as using normal maps? Link to comment Share on other sites More sharing options...
Koper Posted November 7, 2007 Share Posted November 7, 2007 the displacement map slot in the vray material Link to comment Share on other sites More sharing options...
aaron-cds Posted November 7, 2007 Share Posted November 7, 2007 I've never messed with that. Is that another way to skin the cat? Link to comment Share on other sites More sharing options...
Koper Posted November 7, 2007 Share Posted November 7, 2007 or grow its hair back. I think when you use the material map disp. the units have to be somewhere around 0,1 and not like the bump value of 30, but i guess its the same as the bump, it just actually displace the mesh instead of tricking the eye Link to comment Share on other sites More sharing options...
Sawyer Posted November 7, 2007 Share Posted November 7, 2007 No material displacement is just like modifier displacement but only has 1 setting: amount. So if you don't need the control try it. I actually asked Vlado about this at siggraph because I had always thought it didn't work well until I tried it by accident. He said its fine again just missing control. Link to comment Share on other sites More sharing options...
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