V-Ray: Basic Architectural Materials For 3ds Max + Vray Arch Viz

V-Ray: Basic Architectural Materials For 3ds Max + Vray Arch Viz

okay this lecture might be a little bit
long because we’re going to go over the three main materials in the scene which
are going to be stucco I’m going to show you a mixed map there then there’s going
to be the precast and then I’m going to show you how to make glass again as a
refresher so that may take a little bit but that’s okay if we render real quick
to see what we’ve got make sure we go into a render setup go into v-ray tab go
into global switches makes your override material is turned off now because we’ve
had it on in the past and let’s just render we’re seeing our HDRI in the
background and we’re seeing our basic colors applied now let’s turn those into
actual materials we’re also seeing light coming through in places it’s not
supposed to so those are parts of our model that we know we need to fix
I think our model looks pretty cool I’ve got to save this progressive so we can
see things sooner okay let’s go in and start with the stucco first of all let’s
get it on some more surfaces here that we know it needs to go on now for stucco
what I usually do especially when it’s a trowel dot when it’s trowed stucco like
this and it’s smoothed out and nice which is what this house would be then
I’m going to make it I need to get a map and use a mixed map for two different
colors I’ll show you what I mean I copy this color and then go into the slot
next to it and put a mix there and then paste that color back here and then take
the same color and paste it here but this one we’re going to slightly adjust
to be darker and then the trick is to find a good map online a black-and-white
map to mix those two colors together and I’ll show you what I mean I’ll go try
and find something and we’ll use it to make it look more like plaster because
the solid color just isn’t going to work okay I found a nice texture for us if
you click here on the mix amount then you can actually put a map in there for
it and select any kind of map you want we want a bitmap and then navigate to
the place where it is found mine looks like this it’s not the best but this is
tie label and that’s kinda hard to find a nice black-and-white map like that
that’s title you will probably have to adjust some things to make it work
let’s bring up the swatch you can see it’s not working right now and that’s
because the real world size is set to one inch in one inch let’s turn down the
blur on it so you don’t really want any blur going on I usually set this to
about ten feet by ten feet and this will depend on your map obviously ten feet by
ten feet and now you can see we’ve got a little plaster look going on it might be
a little too dramatic and the last thing we can do is take this map and copy it
go back to the parent material go into our maps and paste it under the bump
we can probably instance it okay now the bump matches the variation in color and
obviously with the blur at zero that is way too dramatic if you put the blur up
to one it would look better but it’s blurry so we don’t really want that what
we really want to do is turn down the bump intensity to like four yeah
somewhere around there okay and then you have a nice plaster material now the
last thing you’d have to do is make sure these are all mapped with real-world
mapping and they are that’s because I set it up that way before
of course I’ve showed you this before but UVW map is just a modifier and you
can set it to real-world so we’ll match the sizing that you set up inside your
material now I actually want this plaster map to show up so I can make
sure it’s working right so there you go on my stucco that map is showing up and
everything looks pretty good let’s render it with a progressive render to
see what it looks like okay our stucco is coming into view a
little blurry right now if anything it’s a little too yellow it certainly clashes
with these coins we thought we ought to change the pre-cast color a little bit
if we want to keep this stucco color but you can see it’s got that
nice mediterranean stucco texture go on and that’s kind of the intention of this
house so that’s good so that’s a quick and easy way to do stucco let’s look at
the precast real quick for precast so you can use probably a simple bump map
or as bitmap by me so if we just go in here go to bitmap you can find a precast
something concrete looking for your for your mapping on these objects and
there’s a set it’s a real world scale but that would be the best way to do it
that’s how I would do this preferably but let’s try and do it with
a procedural map so that you can see kind of how to do some of those things
let’s just use the noise map and I’ll bring up the swatch and then we’ll go
into show end result turn that off so that we’re just looking at the noise map
that we’re inside of and let’s just take these two colors in here and make it
something that we want for precast so there will be the base color and then
something similar but maybe slightly darker now you can see that’s not really
working yet and that’s because the size is so large and we set that to 1 now we
start seeing it but we need to go even smaller somewhere around there like 0.3
okay so that looks okay that looks like a nice base kind of concrete looking
material we need something more than that
because that’s going to look too basic too boring and not realistic so what you
can do is build up layers on top of this by going back into this noise map and
then clicking here where it says noise and hitting composite and that will give
you the option to keep the old map as a sub map or discard the old map we want
to keep the old map as a sub map which just puts it as the bottom layer of this
material this new composite material you can add new layers on top of that by
pushing the small button here and then you can put whatever texture you want on
top of it and you can blend them together so let’s take let’s look at
like the den to material that’s not very good so clear that out
let’s look at smoke that might be all right let’s change the size and then
change the colors actually you can leave the colors there for the moment and
let’s just do an overlay okay obviously that’s not good we can put the overlay
to like five six well maybe twenty okay that adds a
little more variation to our concrete that’s not bad it’s not great either but
the only way to test it out is to render it let’s render just your region so the
composite map allows you to overlay things like just like in Photoshop with
blend modes and so you can build up a lot of texture that way and you can see
there’s a little bit of texture going on in our precast concrete right now it
looks it looks okay it looks decent one thing I think we should definitely do is
the v-ray dirt material added on top of it that will bring out some of the
cracks so let me show you how to use that in here we can add another layer
click on the slot go to v-ray dirt and v-ray dirt is think of it like ambient
occlusion if you know what that is it it picks up all the edges and the cracks
and makes them darker so the default settings will be fine here we can leave
it in ambient occlusion mode what we need to do 10 inches is the area it will
kind of search to try and figure out where to put more darkness the occluded
color that means the color kind of inside the cracks and on the edges is
going to be black and the unincluded can remain completely white because we are
going to just set that as a multiply and multiply is a blending mode that if you
don’t know what that does from Photoshop it makes it so that only the pixels that
are darker than the ones below them will show up and they’ll multiply against
everything below it so it’ll be this light gray times this black and so the
black will will show up and be darker in those areas anywhere where it’s white
the color will remain basically exact the same so with that v-ray dirt on
let’s take another rendering adjust our region a little bit and then render so
you can get it to show up okay so it is working but it’s working a little too
much obviously in places like this if you have backwards normals or anything
like that it’s going to show up all black or double phases will show up all
black so you have to be wary of that but right here it’s working quite well it’s
bringing out those edges really nicely and making that that concrete look a
little more worn which is good but probably a little too dramatic in this
case so I’d have to go in and adjust and turn some of it down but that’s how the
v-ray dirt works you can just multiply it on top of other things or you can use
it as the main map also I’m going to go in adjust some settings of the red dirt
and show you guys what I did okay I’ve made some adjustments here on the v-ray
dirt and I think it’s working pretty well one thing I did is change the
radius so that it’s not going out so much that cleared up some of this black
mess and everything like that so it’s only searching out two inches and also I
changed the well the main thing that I did is add a map to the radius so that’s
over writing this up here and it’s taking a map instead and what I did is
put a noise map in there it looks like that so where there’s white the dirt
will be taking effect and where there’s black there is not it is not going to be
taking effect the size of that noise map is set to ten and that can be adjusted
obviously and then I went into the output of the noise map which is found
down here it’s just black and white but if you have this turned off you’ll see
the difference enable color mapping is turned off it looks very dull if you
turn it back on then this is like a curve in photoshop so we’re taking those
pixels and pushing them more towards just solid black and light you do that
by adding a point and then you can move it wherever you want like that like a
Bezier curve okay so that’s basically adding contrast to this
so it’s more a more stark contrast between the black and the light so
something like that and then the only other thing I did was turn down the
opacity of this multiplier on here so it’s multiplying on top of there but I
put it to 60 intensity instead of 100% now when we render let’s do a render of
just this region over here and you’ll see that the dirt is no longer taking
place everywhere that ambient occlusion look it’s taking place specifically
where the noise map is telling it to and the noise map is random so you get kind
of a random look to your weathered stone okay so it’s not perfectly weathered
everywhere in a uniform way it’s now got kind of a more random look to it which
is good that’s great because that’s how water and things would work in nature it
would make that thing wear unevenly which is kind of perfect okay you can
also use bitmaps to do the same kind of thing could do a lot of different things
to make this look more realistic just build layer upon layer as I’ve shown in
other parts of other courses and in this course but that’s how we’re going to
leave our precast stone for now the last thing we’re going to do is our glass
which is actually quite easy let me just run you through how I do a basic glass
one more time important thing diffuse should usually be black unless you have
a very tinted colored glass if it’s just a clear glass it’ll be black set the
reflection pretty high you set the reflection pretty high and bring up your
swatch here show the background so we can see what kind of reflection we’re
getting Fornell reflection should be on four glass but we can unlock it and turn
it up something like 3.2 somewhere around there to get more reflection on
that glass refraction of course on glass should be on now that means you’re now
going to have to see what’s inside this building so that could be problematic on
some models there is a tendency to want to just make the glass totally
reflective and not be able to see through it that’s problematic if you’re
wanting to make a realistic rendering so I suggest making it
refractive and putting at least a box or something behind there to to keep out
the environment light so that it looks like that windows actually see-through
okay so you don’t have to make it super refractive now if you put the slightest
of color on this that will really affect the color of that glass if you put any
color on your refraction here I don’t suggest doing that because glass really
doesn’t have any color it’s just let reflecting and letting light through
that’s all it’s doing so our glass watch looks like this so far make sure that
your index of refraction is set correctly so right now we’re at 1.6
which will bend the light quite a bit if this is a flat plane of glass which I
believe it is okay there’s no thickness to the glass here which means that the
index of refraction won’t really work if there was thickness to it one point six
would be great since there isn’t we can set that to one point oh one like that
okay and making flat glass kind of messes up the index of refraction so
that’s why you need to do that otherwise you’ll get some weird bending going on
and then of course effect shadows should be checked so that light is going right
through that glass that’s exactly what I want and that’s really all you need to
do with glass I mean it’s very simple the only other thing that I do do
sometimes is go into maps and add a bump and put a basic noise at the size of
about 25 that’s fine and just leave it all default and put the bump to maybe
1.5 or 2 and what that does is bend the reflection a little bit because if you
ever look at glass especially a giant glass building a glance a giant sheet of
glass you’ll see that things don’t reflect perfectly on them like a flat
mirror they reflect kind of like the glasses warped and bubbled a little bit
and it distorts the image that you’re seeing in the reflection so you can
recreate that by just putting the bump on it which will bend the reflection
slightly okay so that’s pretty simple when it
comes to glass let’s look and see what everything looks like with a few of the
materials on let me just pause while I do a render here make sure we’re
rendering the whole view okay so you can see my stuck LeMat precast looks pretty
cool I’m not liking the way the glass is looking right now there’s not a lot
forward to reflects so that’s part of the problem and we’re mostly seeing
refraction you can check that by is a good way to check glass if we turn on a
bunch of our render elements by going to our render elements tab in our render
settings and let’s add a refraction and a v-ray reflection okay now when we
render it’ll show us what the refraction and what the reflection look like split
apart from everything else I can tell already that my refraction is too high
for the scene I don’t there’s nothing back there right now so I don’t really
want to see that too much so it set it about there and see what we get and we
can check them individually now because of our render channels so here in your
drop down under v-ray frame buffer you’ll now have the v-ray refraction of
the reflection channels which you can check individually so that refract re
flat how my goodness that reflection looks actually quite nice you can see
the slight distortion going on like right here that’s that noise Matt we did
and this the HDRI is being reflected perfectly in there that’s great the
refraction looks like that we’re basically seeing through to the hgri
behind so really I need to put some things behind these windows to make it
look really accurate like some curtains and a room or something okay but overall
it’s actually reading pretty nice there’s my class
okay I’m liking this I’m liking this look so far this is great if anything my
precast might be a little too dark so I can go in in just that and then then
it’s just about applying materials to everything and it’s going to look really
nice I think I like the lighting we set up that give us a good base our
composition is fine and now just adding realistic materials it’s really going to
make this image look great

Comments (3)

  1. Awesome thank you very much must appreciate very useful

  2. do a exterior rendering full in 3ds max and vray from lighting,material,scene setup to rendering etc.

  3. this was very useful ,thank you

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