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V-Ray Material Part 5: Textured Materials

This document discusses using textures to control material properties in V-Ray materials in 3ds Max. It provides instructions on connecting different bitmap textures to material map slots for diffuse, reflection, and bump maps. These include gradient ramps, marble, stone, and wood textures. Color correction and output nodes are used to adjust texture colors and brightness. The user is instructed to create variations of materials by connecting different texture combinations to the gray VRayMtl material.

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0% found this document useful (0 votes)
93 views16 pages

V-Ray Material Part 5: Textured Materials

This document discusses using textures to control material properties in V-Ray materials in 3ds Max. It provides instructions on connecting different bitmap textures to material map slots for diffuse, reflection, and bump maps. These include gradient ramps, marble, stone, and wood textures. Color correction and output nodes are used to adjust texture colors and brightness. The user is instructed to create variations of materials by connecting different texture combinations to the gray VRayMtl material.

Uploaded by

Sidney Osundwa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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V-RAY MATERIAL PART 5

Textured materials
This demonstration covers the usage of textures to control the different options of the V-Ray Material
in 3ds Max.
1. In the folder 09 Studio open the scene named 01 VRay Mtl A.max
2. Hit Render and wait a while for the render to clear out

3. In the V-Ray Frame Buffer click the Stop button:

4. Use the Region Render tool to draw an area around the gray chair and then click the Start
interactive rendering button in the V-Ray Frame Buffer
5. Open the Slate Material Editor and in the Textured Materials tab select the Gray VRayMtl
material.
6. Connect the Ramp Gradient Ramp map to the Diffuse map slot of the Gray VRayMtl material.

7. Try different configurations in the Gradient Ramp Parameters rollout of the Ramp Gradient
Ramp map:
8. You can view any Bitmap texture by selecting it and clicking on the View Image button in it’s
settings:
9. Connect the Marble_Diff Bitmap map to the Diffuse map slot and the Marble_Refl Bitmap map
to the Reflect map slot of the Gray VRayMtl material:
10. To better see the effect of the Reflect map, look at the VRayReflection render element:

11. Connect the Marble_Refl Bitmap map to the Bump map slot of the Gray VRayMtl material:
12. Select the Marble_Refl Bitmap map and in the Coordinates rollout set the Blur parameter to 0.1:
13. Select the Gray VRayMtl material and set the Bump multiplier to 20.0
14. Break all texture connections.
15. Connect the Stone_Diff Bitmap map to the Diffuse map slot and the Stone_Bump Bitmap map to
the Bump map slot of the Gray VRayMtl material:
16. In the Slate Material Editor, right click and create a new Color Correction node:

17. Run the Stone_Diff Bitmap through the Map #0 Color Correction node and into the Reflect map
slot of the Gray VRayMtl material:
18. Select the Map #0 Color Correction node and play around with the Brightness and Contrast
controls:

19. In the Slate Material Editor, right click and create a new Output node:
20. Run the Stone_Diff Bitmap through the Map #1 Output node and into the Diffuse map slot of the
Gray VRayMtl material:

21. Select the Map #1 Output node and use the Color Map curve to darken the image:
22. Break all texture connections
23. Use the Wood_Diff Bitmap, Wood_Refl Bitmap and Wood_Bump Bitmap maps along with Gray
VRayMtl material to create your own variations on a wooden material:
24. You can use Color Correction and Output nodes to correct the textures as you see fit

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