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Wood textures: Photorealistic wood flooring with 3dsmax & Vray (subtitles)

Wood textures: Photorealistic wood flooring with 3dsmax & Vray (subtitles)


– [Jamie] Hello there. This is Jamie. Welcome to another session
of Viztech support services. In this particular session,
I’ll quickly show you how I was able to create
this floor texture here. After few requests to publish a tutorial on how I was able to
create this floor surface, I have finally taken the time to do it. Before we start, we need
to download two plugins: the floor generator, and the
MultiTexture procedural map, and some high resolution
wood plane textures. To find everything, simply
Google cgsource.com. In their website, you
can find all the plugins. In the plugins tool section, we have the floor generator there. We also have the MultiTexture map, and the wood boards to download. After downloading and unzipping everything go into your programs folder, where you have installed
your version of 3ds max. On the root of your plugins folder, simply copy and paste both
the DLM and the DLT files. There’s no need to install anything. To see the floor generator, simply restart your 3ds
max and draw a spline followed by opening the modifier panel to choose the floor generator. The floor generator plugin
works best with splines. As you can see just by adding
the floor generator modifier, it automatically creates
the floor tiles for you. In the board size parameters, you can quickly set to
max length and width. Before you start creating the floorboards, make sure you set the unit setup. In my case, because the grout and the bevel
values are usually very small, I would normally set the display
unit scale to millimeters to make it easy to type in. It’s worth noting that
the display unit scale is only for display purposes. You can easily tweak with the offset and the board size values
to randomize wood planks. You can also rotate the wood planks by simply typing in the direction
value to about 90 degrees. The next step is to apply the
MultiTexture procedural map to the wood floor. Let’s start by opening the
Material Editor dialog first. Click on the Standard toggle, and choose the v-ray shader
from the browser list. Next, click on the Diffuse toggle, scroll down the material browser, and choose the MultiTexture
procedural map from the list. After loading up the
MultiTexture procedural map, click on the Manage Textures toggle. In the dialog, click on the Add Bitmap button
to bring in the textures. This is one set of wood planks previously downloaded from
the CG Source website. They all vary in patterns. Let’s select the entire set. After loading up one set of textures, simply close the dialog box, and assign it to the floor object. After assigning the material, enable the Show Shaded
Material in Viewport button. Even though each bitmap differ
from one another in a set, we can still randomize them further. In the Color Adjustment group, I simply increase a random
Gamma value slightly, and the Distribution. Let’s do a quick test render, to see what the floor is looking like. The floor is looking okay. To make it more realistic, we’re going to start by
tweaking with the reflection in the glossiness settings. To have the full control
of these settings, let’s start by disabling
the Fresnel reflections and unlocking the highlight
glossiness values. To increase the reflectivity, simply click on the Reflect color swatch to bring up the color reflection dialog. Also enable the background toggle there. If you double click on the Material slot, it allows you to see the amount
of reflectivity you’ve got. The reflections at the moment very linear. It’s almost like glass. To diffuse the reflections, simply reduce the refraction
glossiness values slightly. To add specular highlights on a surface, simply reduce the highlight
glossiness value slightly. The smaller the values, the more diffused the highlights will be. You can control the
amount of reflectivity, by tweaking with the color swatch. Darker colors reduce reflections, and brighter colors do the opposite. Let’s do another quick test render. We can clearly see how the reflections are
affecting the scene. The highlighted areas seem
to glary at the moment. Let’s cancel that. Let’s reduce the reflectivity value to about five and do another test render. That’s much better now. A lot better. Most users would probably
look at this rander result and be happy with it. However, we can make this
surface even more realistic, by making the surface
reflect light more unevenly as seen in real life. We can quickly achieve this by simply applying greyscale
bit maps to the reflections, highlight glossiness and the
reflection glossiness toggles. Let’s start by copying and
pasting the MultiTexture from the Diffuse into the Reflect toggle. To greyscale the MultiTexture, we are going to apply the color
correction procedural map to desaturate it. In a Replace Map dialog, choose to keep the old map as sub-map. To desaturate all these textures, simply reduce the saturation
value to about -100. We can use the brightness
and contrast values to control the reflectivity
based on the bitmap greyscale. Next we go into the Maps
rollout parameters to control the greyscale bitmap. At a moment, v-ray is using 100% of
the greyscale texture to reflect the surroundings. To mix between the
reflection color values, and the new greyscale bitmap, begin to reduce the reflect values. Let’s do another quick test render. We can make few more
tweaks here and there. For better preview of the reflectivity and the specular for post-production, simply add the specular, and the raw reflection render elements. So with this one, we’ll actually see how
reflections are behaving. So we’re going to leave
the reflections like that. So the next thing that we’re gonna do, is to copy that into the
highlight and glossiness. There. Seem to have lost some of it because it needs to be tweaked slightly. So let’s just do a test render to see how that’s gonna behave. We can also desaturate the
diffuse texture slightly by using the same techniques as before. So the colors are less saturated now. Next we’re going to add a greyscale bitmap to the Bump toggle to make
the surface more realistic. Let’s start by copying
the greyscale bitmap from the Reflect toggle and
pasting it into the Bump toggle. We can also tweak the
color correction parameters and reduce the bump values
to make it more realistic. The next stage, is to simply use the render
elements to polish it in post. The final result can
be seen in this visual, produced for a client. Check out my other
tutorials and my 3D visuals, to see how the render elements, can be used in post-production. A sample of this floor exercise
and more detailed tutorials, are available to my Patreon supporters, on my blog, and the Udemy page. (electronic music)

Comments (8)

  1. This File sample and textures are available to my Patreon supporters https://www.patreon.com/user?u=2469908
    =Blog: http://jamiecardoso-mentalray.blogspot.com/
    =Udemy: https://www.udemy.com/photorealistic-lighting-with-3ds-max-and-v-ray/?couponCode=JAMIE-7H4K-9XKH-5C32

  2. I hope you like the tutorial, and leave your comments below.

  3. 멋진영상 잘보고 갑니다!!!!!!!!!!!!!!!!Good!!!!!!!!!!!!!!!!!!!!

  4. Did You make it with woodprix instructions?

  5. this is really nice

  6. great tut, I've been looking for a while, thank you 🙂

  7. Thanks a lot! Quite clear, useful and amazing! Congratulations! 🙂

  8. Bro i cannot get realistic renders i don't know what am i doing wrong .can you look at my renders and tell me how to make them more realistic .if you can tell me your facebook

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