Aversis Vray for 3D Studio Max Tutorials
 

Vray Tutorials

Please don't translate or copy these tutorials elsewhere. I don't like the tutorials to float around in 10 different versions and places on the net. Feel free to link to this page of course! (see also Terms of Use)

This is a free tutorial! Please click on the Paypal donate button if you want to support this site and help me creating new tutorials.

Back to Vray tutorials page

Vray Basic material settings

Page 1 - Page 2 - Page 3
Before you start

If you discovered this Vray tutorial page through a direct link or search engine, please note that you're on page 3 of the tutorial! Please complete page 1 and 2 first if you haven't done so.
1. Translucency

Transparent materials like clear glass or water will let light travel through it undistorted (except for the bending due to the IOR). Translucent materials will scatter the light when traveling through it. For example stained glass, wax, grapes, etc...
Stained glass can be made with Vray by using the refraction glossiness parameter, but wax or grapes for example will need the translucent controls. When to use the translucent controls or not, is a but unclear.

Usually translucency is used for really opaque materials in which light can penetrate a certain distance, if it's strong enough. Examples are wax, human skin, orange juice, milk etc... You cannot see through these materials, but light will be able to go through it partially and scatter around. For example when you hold a strong flashlight under your hand, the other side will turn red (blood!) and you can see where your bones are located because they block the light.
 
2. Translucency in Vray

Because the translucency controls are a bit strange in behavior, I will not try to explain them... More technical explanations can be found in the online documents, and I believe the Vray team is working on a translucency tutorial...

You can get very similar results with extremely different combinations of settings, but when seen under changing lighting conditions, they will react very differently.

The translucency controls also depend on the refraction glossiness and fog settings. They work together, and especially the fog color is a very sensitive setting that will have a very drastic effect on the material. One thing you should never do, is using colors that have one of their components set to 255!!!

I usually leave the translucency color pure white, the refracion color a grayscale value and then control the material color with the diffuse and fog color. Then with the fog multiplier and translucency light multiplier create various effects of light passing through.
Vray tutorial - Basic material settings
3. Skin

Here's a skin material that you can use to study the settings. Play with it and try to understand what effect each parameter has on the final look. Note that because of the use of both reflection and refraction glossiness, this material will render very slowly, especially with these high subdivs values.
Vray tutorial - Basic material settings
4. Reset all settings from the previous page

In the end of the previous page, all settings were changed for the final image. We need to set it back to test render values now.

Open the render settings dialog and do the following:
- output size to 480*360px
- global switches: turn off default lights
- image sampler to adaptive QMC
- antialising filter "mitchell-netravali"
- indirect illumination ON
- Secondary bounces multiplier to 0,85
- Irradiance map settings:
     - "low" preset
     - hsph subdivs = 20
- environment:
     - skylight pure white color
     - reflection/refraction pure black, 1.0 multiplier
- system:
     - render region division 50*50 px
     - frame stamp: delete all except the rendertime part
 
5. Create a chrome material

Create a new Vraymaterial and adjust the settings as in the image on the right. This is a basic chrome material setup. Assign this material to the torus knot object and do a quick test render. It should look like my testimage.

Now change the reflection glossiness to 0.7 before you continue.
Vray tutorial - Basic material settingsVray tutorial - Basic material settings
6. BRDF

In this rollout you can choose between blinn, phong or ward shader. The effect of these three types is noticable the most when using glossy reflections. Render the scene with the three different shaders. The settings affect how the highlights will look like.

Ward is commonly used for metallic materials.
Vray tutorial - Basic material settingsVray tutorial - Basic material settings
7. Anisotropy

Anisotropic reflections are reflections stretched in some direction. You see this often on brushed metals, for example the bottom of cooking pans. The anisotropy setting controls the shape of the highlight.

The torus knot is not the best example, but you'll get the point.

Change the anisotropy setting to -0.6 and render the image. There's also a huge difference between phong/blinn/ward here. Try some other values too (like +0.6 for example).

The XYZ axis option allows you to change the direction of the reflections, or you can use a mapping channel instead. The rotation parameter rotates the reflections...
Vray tutorial - Basic material settings
8. Options rollout

First set anisotropy to 0.0 again, and also refl glossiness to 1.0.

Trace reflections and trace refractions is pretty simple, they simple turn of calculation of either two.

The cutoff parameter is a treshold value for Vray to trace reflections any further or not. Try a value of 0,7 on the current image. Increasing the threshold can speed up rendering when you are using lots of reflections in the scene.

Double sided: please refer to the manual.

Reflect on backside. We used this option already on page 2 of this tutorial. If turned on, reflections for back facing surfaces will be computed too.

Use irradiance map: if you turn this off, the irradiance map will not be used on this material. Instead, the GI on this material will be computed with QMC GI. This can be usefull if the irradiance map blurs out small shadow details on certain objects.

Treat glossy rays as GI rays: please refer to the manual.
Energy preservation mode: please refer to the manual.
Vray tutorial - Basic material settings
9. Maps rollout

The maps rollout sums up all different texture maps. Almost all maps can be accessed in the basic parameters rollout (the small squares next to the parameters), but some will appear only here.

These are the last four maps: bump, displace, opacity and environment.

Bump allows you to render irregularities in the surface by using a map. Dark areas in the map are 'low' areas, bright areas are 'high' areas.

Displacement is like bump, but instead of fake rendering it, the actual mesh is deformed to create the irregularities. Refer to the manual for extensive tutorials and examples about displacement.

Opacity is the same as you are used to in standard max materials.

Environment slot allows you to use different reflect/refract environment for each material.
 
10. Reflect/refract interpolation

These rollouts contain parameters to control reflect/refract interpolation. These are only needed if you ticked the 'use interpolation' checkbox in the basic parameters rollout. I don't recommend using interpolation for glossy effects. If you do want to use them, please refer to the manual for more detailed information.
Vray tutorial - Basic material settings
Page 1 - Page 2 - Page 3
Back to Vray tutorials page