Traditional Culture Encyclopedia - Photography major - Kneel for common material parameters of v-ray. (Latex paint, transparent glass, mirror, etc ...)

Kneel for common material parameters of v-ray. (Latex paint, transparent glass, mirror, etc ...)

Some parameter settings of VR common materials

VR adjustment method of stainless steel: 1. Adjust the reflection to improve 2 diffuse reflection to black.

Adjustment method of sand hardness: 1, adjust reflectivity 2, and adjust gloss.

Mirror: 1 diffuse reflection changed to black; 2. Reflex improvement; 3 done.

Paper: The materials of books can be completed by converting tables into materials.

Adjustment method of colored liquid beverage: 1 adjustment of reflection: open without abuse 2: adjustment of refraction to the highest refractive index to 1.33 adjustment of color is solved in fog laughter.

Porcelain: diffuse reflection is white; 2 reflection is adjusted to a certain reflection percentage of 50%, and then it can be opened; 3 Non-abusive type changed to multifaceted type.

Replace the carpet: adjust the diffuse reflection map and drag it to the concave-convex channel, and then apply the command VR to replace the adjusted map picture.

General supplement: 1 Adjust the rendering method at the beginning of O 2 and add a map for diffuse reflection.

Adjustment method of leather: 1 Adjust the color of leather as required; 2. Fully reflect 44 3. Gloss 0.85 Turn on the highlight, manually adjust it to a lower value, about 0.5, and then you can apply the texture on the bump map channel.

Adjustment of plastic material: 1 Change the color as required; 2. Improve the reflection appropriately; Set the gloss to 0.85; Reduce the highlight value.

Glass making: 1 Adjust glass reflectivity, 2 adjust refraction to be completely transparent, 3 turn on non-abuse, 4 adjust glass color in fog, and 5 check influence shadow.

Frosted glass; 1 Adjust reflection 2 Adjust refraction to be fully transparent Adjust gloss under refraction to be 0.9.

VRay rendering settings foundation

. Set VRay as the product renderer.

Open the Rendering Settings dialog box, go to the Current Renderer rollout, and then click the Assign button to select the product renderer. Select from the list.

VRay。

2. Additional display

After setting VRay as the main renderer, you will notice a bunch of new rollouts. Each rollout has the word "VRay:" before its name.

Rendering settings are full of them ... The next step will be to discuss each first presentation.

3.VRay frame buffer

When activated, the VRay frame buffer replaces the largest virtual frame buffer). VRay frame buffer has more.

Options to display processed images and many interesting options.

In this rollout, you can uncheck "Get Resolution from Maximum" to control the resolution.

The Render to V-Ray Original Image File option allows you to render very high-definition images without running out of available memory.

The use of VRay frame buffer is only suitable for advanced VRay users. If you are new to VRay, don't bother here.

4.VRay global switch

Here, you can control and ignore most VRay settings, which are mainly used to speed up test rendering.

You can turn off all overrides, lights, default maximum lights, and hidden lights.

Lights), shadows, just cancel the corresponding tick.

The button "Do not render final image" is used to make VRay only calculate GI (such as halo map) and not render the image. Now leave it alone:-)

The corresponding check can turn on or off all reflections and refractions in the scene. This is for testing purposes.

"Maximum Depth" controls the depth of reflection and refraction (the number of reflections/refractions before ignoring light in ray tracing processing).

You can also turn off all MP3 players, all filtered maps, etc ... and glossy effects such as blurred reflection or refraction.

(Gloss effect). Turning them off will greatly improve the rendering speed, and it is also very flexible when doing test rendering.

Overlay Material can be used to give all objects in the scene the same material.

5. Image sampler (anti-aliasing)

In VRay, you can choose one of the three image samplers to calculate the anti-aliasing of the image, which can control the clarity and smoothness of your image.

Degree, and has a great influence on rendering time.

The fixed rate is fast, but it will be slow in many cases. If there are a lot of glossy materials, the area shadow (area

Shadow), motion blur, etc. You can use it ... The higher the subdivision surface value, the better the quality and the longer the rendering time.

Adaptive QMC is my favorite. As the name implies, it is an adaptive sampler, which can adjust the calculation according to the situation.

It will compare the pixel quality calculated by some limit values to determine whether it is good enough or needs more calculation.

The quality of the sampler is controlled by the "QMC" rollout (the lower rollout). If there are many smooth materials and area shadows in the scene,

Motion blur, etc. Please use this sampler if you want to control the speed and quality of the image to the maximum. To control this sampler, you need to

It takes some time, but once you control it, you can completely control VRay with just a few clicks.

Adaptive subdivision is also an adaptive method. Although it is very fast in many cases, there are a lot of luster effects in the scene.

Sometimes it's slow It also uses more memory when rendering. If there is a large smooth area in the scene (for example, a large white room)

Wall) when using this sampler. The minimum/maximum level controls the quality, 0/2 is a good value, and -2/- 1 is used for very fast test rendering.

It fits perfectly.

In order to understand the differences between these three samplers, some tests are needed. On this topic, the online documentation has given a good explanation.

And there are many examples to illustrate the difference.

If you have problems with some fine materials or high details in the scene, you can change the anti-aliasing filter. Each sampling device

It has its own characteristics, but the purpose of this guide is not to explain them all clearly. Many times, you can ignore it and be straight.

Turn it off.

Some of my usual filters:

-No.

-mitchell netravali: Smooth results, good control.

-catmull rom: very sharp (a bit like the result of using' unsharp mask' in photoshop)

-The radius value of softening is about 2.5 (smooth and fast).

6. Indirect lighting

This rollout manages the main options of GI(= bounce light). Like most GI renderers, VRay has both primary bounce and secondary bounce.

Say different.

A simple spotlight will project direct light. A small part of this light will be absorbed when it touches an object, but the rest will be reflected back.

I went to the scene. This is a rebound. These first bounces may hit another object, bounce again (second bounce) and continue until.

There is no energy.

Direct light and reflected light have the greatest influence on the lighting effect, because these reflected lights still have a lot of energy, so it is necessary.

Very accurate calculations are needed to create realistic lighting. The second bounce is generally not that important (most of the light energy has been absorbed and visually knotted)

If it doesn't have any effect), so it can be rough here. The second bounce (except indoor scenes) becomes important.

You can choose between different calculation methods of primary springback and secondary springback, and you can adjust their strength (multiplied value). Post-date | post-operational

This processing option can reduce the saturation or contrast of GI light.

Defocus is an optical image formed by refracted/reflected light. GI defocus is defocus caused by refracted/reflected GI light (light bounce). standard

The first and second bounces of will not consider the properties of reflective/refractive materials, but only the diffuse reflection properties. You need to check two appropriate check boxes.

Turn them on or off.

A very obvious example of reflection defocusing is that if you shine a spotlight on the metal ring on the table, you will see a pattern of light.

For example, refractive defocus can be produced by a glass ball, which can focus all the light passing through it and produce a very bright spot below.

Note that when you want GI light to pass through a transparent object, you must set "Refractive GI Defocus" to ON!

Remember, defocusing is just a name for refracted/reflected light, because, for example, the light coming out of a max spotlight is direct light, not GI light.

You can also render these direct light defocus in VRay.

7. Luminous mapping/quasi-Monte Carlo/photon mapping/optical storage (infrared mapping/quasi-Monte Carlo/photon mapping/optical buffer)

Depending on the primary and secondary rebound methods you choose, the above rollout will appear. Both are methods to calculate GI rebound. every

It has its own advantages and applications. I will explain them in another separate guide, which is too complicated for this basic setup overview.

Now, remember that all these methods are similar to the GI lighting method. GI calculation is very time-consuming, so we invented one.

Several reasons for accelerating calculation by approximation.

8. Defocus

Remember the defocusing of direct light mentioned in step 6? Ok, here you can turn them on or off and adjust some parameters. Get a beautiful one.

You still need to make some adjustments in VrayLight. If I have time, I will also directly defocus.

Focus guide.

A simple trick to get rid of direct light defocusing is not to use direct light:-) As long as you use GI light, you are there.

Check "Reflection/Reflection GI Causality" on the "Indirect Lighting" rollout, and all defocus will be set according to your GI.

Set computing! Of course, GI lighting is not always used. ...

9. Environment

VRay allows you to override max's environment settings with these controls.

Use Skylight to turn on the skylight to illuminate the scene. If you put the map in the box behind it, its color will be ignored and taken away.

Dai, this map is used to illuminate the scene. You need to activate GI to make the skylight visible. This skylight is not direct light, it is actually

As a rebound, this is why you have to open the GI to see the skylight. Note that if the GI is activated and the skylight is turned off, you

Put another color into the Max background, and then this color will be used as the skylight.

Others control the reflection/refraction environment. No matter what the max environment is, your object will always reflect/refract these VRay overlays.

Settings. You can also put a map on them, just like the skylight option.

Please note that these settings will not be displayed on the rendered background! If it is to be displayed, it should be set in the max environment.

10.QMC sampler

This QMC sampler can be regarded as a global quality control center. It controls such things as adaptive QMC AA, QMC GI, luminous map and gloss effect.

Regional shadow, motion blur and depth of field are all parameters related to quasi-Monte Carlo.

The most important parameter is the noise threshold, which controls the accuracy of all calculations. The highest quality setting is 0.00 1, but of course quantity is required.

The longest rendering time. The global subdivision multiplier can be used to decrease/increase all subdivision parameters in the scene (lighting

Mapping, QMC GI, gloss effect, area shadow, motion blur, depth of field, ...). This is very suitable for fast test rendering.

1 1. Color transformation

Color mapping can be used to display images slightly in VRay. For more information about this different type, please refer to the online manual.

12. Camera

You can choose different types of cameras instead of the default standard Max cameras, such as fisheye lens, spherical camera, cylindrical camera, etc ... Please check.

Read the manual to learn more about different types of cameras.

The depth of field is the effect of the camera opening the aperture. Objects out of focus will become blurred. The farther the object is from the focus, the larger the aperture.

Objects are more blurred.

Motion blur refers to the blur when the object moves quickly or the camera moves.

These effects are all based on ray tracing, which can't be imitated by other tricks, so it has a great influence on rendering time. ...

13. Default replacement

These parameters control the default Vraydisplacement settings. More information about the displacement can be found in the online manual, with plenty of illustrations.

14. System

Another rollout controls various types of common parameters.

The Raycaster parameter is used to control the amount of memory used by VRay for a specific scene. 99% of the time you don't need to touch them.

The rendering areas division no. xno. x and Y control the width and height of the rendering block. For small rendering sharpness, you can reduce them, for large rendering sharpness.

You can increase their value. A square size between 32 and 128 pixels is a good value. The region sequence changes the rendering of the rendering block.

Order.

Distributed rendering is to jointly render an image with different computers.

Last Render controls how the new rendering block overwrites the previous rendering in the frame buffer.

Default Geometry Static/Dynamic: Reference Manual.

Frame stamp is very useful to mark the rendering time on the rendered image.

Object settings and lighting settings control the VRay properties of scene objects and lights. You can turn on/off every object in the scene.

Local settings for.

Presets can save all or part of the rendering settings, so as to switch easily and quickly, such as switching between test settings and high-quality settings.

VRay log is a small window that appears during the rendering process, giving you some text feedback about the rendering process. Levels control what you type in the window.

Feedback.

VRay lighting parameters.

On-turns the VRay light on or off.

Double-sided-When the VRay light is a planar light source, this option controls whether the light is emitted from both sides of the planar light source. (This option is invalid when a spherical light source is selected.)

Transparent–This setting controls whether the shape of the VRay light source is displayed in the final rendered scene. When this option is turned on, the luminous body is invisible, and when this option is turned off, the VRay light source

Experience rendering in the color of the current light.

Ignore Light Normal–This option allows you to control how VRay calculates the luminous intensity when the tracking light shines on the light source. For lighting that simulates the real world, this option should be disabled, but when this option is turned on, the rendering result will be smoother.

Normalized Intensity–When this option is selected, the size of the light source does not affect its intensity. The intensity of the light source is the same as when the light source size is 1. Note: Before selecting this option, please set the size of the light source to 1 and adapt to Mult. Value to obtain the required strength value. Then turn on this option to change the size value of the light source. In this case, the intensity of the light source will remain unchanged.

No attenuation–When this option is selected, the light generated by VRay will not be attenuated with distance. Otherwise, the light will decay with distance. (This is how the lights in the real world decay. )

Store with Radiation Map–When this option is selected and Global Lighting is set to Radiation Map, VRay will calculate the effect of VrayLight again and store it in the lighting map. In this way, the calculation of light map will become slower, but the rendering time will be reduced. You can also save the light map and use it later.

Color–The color of the light emitted by the -VRay light source.

Mult。 -VRay light source color multiplier.

Type type

Flat–When this type of light source is selected, the VRay light source has a flat shape.

Spherical–When this type of light source is selected, the VRay light source is spherical.

Size

U size–U size of the light source (if a spherical light source is selected, this size is the radius of the sphere).

V-size–the V-size of the light source (this option has no effect when a spherical light source is selected).

W size–W size of the light source (this option is invalid when a spherical light source is selected).

sample

Subdivision–This value controls the number of sampling points that VRay uses to calculate lighting.

Low Subdivision–This value controls the number of sampling points that VRay uses to calculate lighting when low-precision calculation is used.

Degradedepth-–This value indicates the ray tracing depth, beyond which VRay will be converted into a low-precision calculation.

Four. VRay material

The VRay renderer provides a special material-VRAYMTL-VRAY material. Using this material in the scene can obtain more accurate physical lighting (light energy distribution), faster rendering and more convenient adjustment of emission and refraction parameters. With VrayMtl, you can apply different texture maps, control their reflection and refraction, add bump maps and displacement maps, force direct global lighting calculation, and select BRDF for materials. The parameters of this material are listed in the following section.

Basic parameter

Diffuse–This is the diffuse color of the material. You can override it with a map in the Refraction Map column of the Texture Map section.

Reflection–Multiplier of diffuse color. You can override it with a map in the Reflection Map column of the Texture Map section.

Gloss–This value indicates the luster of the material. When the value is 0.0, it means that the reflection is particularly blurred. When the value is 1.0, the luster of the material will be turned off (VRay will produce particularly sharp reflection). Note that increasing the gloss will increase the rendering time.

Subdivision–controls the amount of light emitted to estimate the reflection of a smooth surface. This option is invalid when the gloss value of the material is 1.0. (VRay will not emit any light to estimate smoothness)

Fresnel Reflection–When this option is selected, light is reflected just like glass in the real world. This means that when the angle between the light and the surface normal is close to 0o, the reflected light will be reduced to disappear. When light is almost parallel to the surface, the reflection will be visible, and when light is perpendicular to the surface, there is almost no reflection. )

Maximum Depth–The maximum light emission depth of the map. Above this value, the map will reflect back to black.

Refraction-Refraction multiplier. You can override it with a map in the Refraction Map column of the Texture Map section.

Gloss-This value indicates the luster of the material. When the value is 0.0, it means that the refraction is particularly blurred. When the value is 1.0, the luster of the material will be turned off (VRay will produce particularly sharp refraction). Note that increasing the gloss will increase the rendering time.

Subdivision-controls the amount of light emitted to estimate the refraction of smooth surfaces. This option is invalid when the gloss value of the material is 1.0. (VRay will not emit any light to estimate smoothness)

Ior-–This value determines the refractive index of the material. If you choose the right values, you can create refraction effects similar to those of water, diamonds and glass. There is a useful material refractive index table in the terminology section of this manual.

Maximum Depth-The maximum light emission depth of the map. Above this value, the map will reflect back to black.

Translucency–Turn on transparency. Note that at this time, your lighting must use VRay shadow to use this function. The surface gloss of the material should also be turned on. VRay will use fog color to determine the amount of light passing through the material.

Thickness–This value determines the thickness of the transparent layer. When the depth of light entering the material reaches this value, VRay will not further track the light deeper inside the material.

Light multiplier–Light brightness multiplier. It describes the amount of light reflected by the material inside the object.

Scattering coefficient–This value controls the direction of scattered light inside the transparent object. When the value is 0.0, it means that the light inside the object will scatter in all directions. When the value is 1.0, it means that the direction of scattered light is the same as that of original light entering the object.

FWD/BCK COFF-–This value controls how much scattered light inside the transparent object continues to propagate forward or reflect backward in the direction of the light that originally entered the object. When the value is 1.0, it means that all scattered rays will continue to propagate forward. When the value is 0.0, it means that all scattered light will propagate backward. When the value is 0.5, it means that the amount of scattered light propagating forward and backward is the same.

Fog color -VRay allows you to fill objects with refractive properties with volume fog. This is the color of fog.

Fog multiplier–Volume fog multiplier. A smaller value will produce a more transparent fog.

Bidirectional reflection distribution function is the most common way to express the reflection characteristics of an object surface, which is to use bidirectional reflection distribution function (BRDF). A function used to define the spectral and spatial reflection characteristics of an object surface. VRay supports the following types of BRDF: Phong, BLinn, Ward.

Option option

Track Reflection–Turn reflection on or off.

Tracking refraction–Turn refraction on or off.

Use lighting map when enabled–When using lighting maps for global lighting, you may still need to use forced global lighting for objects that use this material. Just turn off this option and you can achieve your goal. Otherwise, the lighting map will be used for global lighting of objects specified with this material. Note that this option is only valid when global lighting is enabled and set to use light maps.

Tracking diffusion and. Glosses Together–When the reflection and refraction functions of the material are turned on, VRay uses some rays to track the surface luster of the object and other rays to calculate the diffuse color. When this option is enabled, VRay will be forced to trace only one beam of light used for material luster and diffusion. In this case, VRay will make some estimates, and select some rays to track the diffusion and the rest rays to track the glossiness.

Double-sided–This option indicates whether VRay assumes that all faces of the geometry are double-sided.

Reflect on the Back–This option forces VRay to always track the light (even the back of the illuminated surface). Note: This option is only valid when Back Reflection is enabled.

Cut-off–This is the critical value of reflection/refraction. When the reflection/refraction has little influence on the final effect of the image, ray tracing will not be performed. This critical value is used to set the minimum value of reflection/refraction tracking.

Texture map texture map

In this part of VRay material, you can set different texture maps. Texture maps that can be used are: diffusion, reflection, reflection, gloss, bump and displacement.

Each texture map has a multiplier, a selection box and a button. Multiplier controls the intensity of the map. The selection box is used to turn texture mapping on or off. Button is used to select texture map.

Diffuse–Lets you control the diffuse color of the material map. If you need a simple color, do not select this option, but adjust the diffusion in the basic parameters.

Reflection–Lets you control the reflection color of the material map. If you need a simple color, do not select this option, but adjust the reflection in the basic parameters.

Glossy–The texture map here is used to control the multiplication of its glossy reflection.

Refraction–This is used to control the refractive color of the material texture map. If you need a simple color, do not select this option, but adjust the refraction in the basic parameters.

Gloss-The texture map here is used to control the multiplication of gloss refraction.

Bump-used here for bump mapping. Concave-convex mapping is a kind of mapping that simulates the concave-convex surface of an object without using the actual concave-convex surface.

Displacement–Lets you use a displacement map. Displacement mapping is used to modify the surface of an object to make it look rough. Displacement mapping is different from bump mapping. Displacement mapping subdivides the surface of an object and displaces vertices (changes geometry). It is usually slower than using bump maps.

Sphere-This is a spherical camera with a spherical lens. The red arc in the figure represents the FOV angle.

Cylindrical (point)-The light and shadow seen by this type of camera all emanate from the same point, that is, the center of the cylinder. The red arc in the figure represents the FOV angle. Note: In the vertical direction, the camera acts as a pinhole camera, while in the horizontal direction, the camera acts as a spherical camera.

Cylindrical (orthogonal)-All light and shadows seen by this camera are emitted in parallel. Note: In the vertical direction, what the camera sees is equivalent to the front view, while in the horizontal direction, the camera acts as a spherical camera.

Box-This camera simply places six standard cameras on six sides of a cube. This camera is very useful for generating environment maps of cube maps. It is also very useful for generating global illumination. As long as you use this camera to generate a light map and save it as a file, you can use it again. At this point, the standard camera can be placed in any direction in the scene.

Fisheye-This special type of camera captures the scene just like a pinhole camera aiming at a completely reflective sphere, which can completely reflect the scene into the camera lens. You can use the Distance /FOV setting to control which part of the sphere the camera can capture. The red arc in the figure indicates the corresponding FOV viewing angle. Note: The radius value of this sphere is always 1.0.