Vray tutorial pdf


















Again, we will give you a brief introduction. It gives the best result with relatively short rendering times. The required rendering time may be very long, however. Linear Workflow LWF Put simply, the linear workflow describes a method of governing the input, processing, and output of image material in 3ds Max.

The monitor is not able to display an image in the same brightness as we see it in reality. Each image has a gamma correction curve in order to be displayed on the monitor in such a way that our eyes see it correctly.

This is usually a gamma correction value of 2. Because 3ds Max works internally in a linear way—that is, with a gamma of 1. To do this, choose the following settings in 3ds Max and V-Ray.

This tells 3ds Max that all image data has a correction and it can reverse this. The output images renderings are saved once more with the gamma correction to ensure that they are displayed correctly. This ensures colors and images display correctly in the material editor.

Here, no correction is applied. In the latest V-Ray version, 1. V-Ray is already working with the corrected brightness internally. The correction is not yet saved into the picture, however, but used only for calculating the sampling. This produces a better quality, as image areas that are too dark are lightened by gamma correction. About the CD Included with This Book Directory Structure Before you start reading the next chapter, please take the time to read the following comments.

This directory contains the 3ds Max files. The first file ch 02 You can use this file to quickly refer to a material, for example, or if you want to try something without having to work your way through the entire chapter first.

Each chapter directory contains subdirectories for textures, AutoCAD files dwg , and so on. Figure 1. This scale lends itself for architectural visualization. All objects or light sources are covered well without an excessive amount of zeros before or after the decimal point. The 3ds Max system unit is set to centimeters as well. If you are using other units, 3ds Max will ask you when opening our files if you want to keep the units or convert to your settings.

Please make sure that you adopt the units of measurement from our file to avoid conversion errors. Otherwise, you can end up with wrong values, such as for the intensity of light sources. Gamma Correction To be able to work correctly with 3ds Max, you should generally adopt the settings described in section 1.

Again, 3ds Max will ask you if other settings should be used. Here you can see all file links in the scene. Even if 3ds Max displays an error message when opening a file, telling you that a file was not found, you can use this dialog box to assign the correct path to that file. The files included on the CD are also in the most current format. You may need to register to do so. The floor is covered by dark floorboards, the outer walls are exposed brickwork, and the internal walls are painted white.

The large industrial windows let a lot of light into the room. First we need to create a preset for linking the AutoCAD file. FIG 2. Enter the name acad.

This increases the accuracy when reading the AutoCAD geometry, which affects above all curves. You want only the geometry to be included. This specifies that the layer structure of the AutoCAD file is adopted and the objects are arranged according to this hierarchy. The great advantage is that you can assign materials and modifiers to a whole layer. To save the preset, click on SAVE. Link to the file ch02 From the subdirectory merge, choose the file ch02 mg. The visible image section is now marked with a yellow rectangle.

This gives you the option of using exposure parameters, such as exposure time or aperture, as analogs of photography. This enlarges the displayed image selection, which is often useful for indoor renderings, where the camera is usually positioned very close to the objects to be depicted, but at the same time you want to show a lot of the room. Shift the camera left, below the rug. Adapt the height of camera and target as well. Set the camera to a height of about 80 cm and move that target so that a little bit of floor remains visible in front of the rug in the lower part of the picture; see Figure 2.

To finish, apply the camera correction to remove perspective distortion. If you change the camera position, you need to apply the correction again. Basic Settings for Texturing Before we can texture the scene, we need to make some preparations in order to reduce rendering time, to check geometry for errors, and to enable us to check the textures in neutral light. To save time in the following section, switch the layer 01 glass to not visible HIDE. The calculation of glass is very complicated; therefore, we will activate it only when we are ready for fine tuning.

Now all objects in the scene have a uniform material. This way, it is easier to assess newly created materials. Also, it prevents unwanted color bleeding and reflections.

This replaces the default 3ds Max Frame Buffer. We will get back to this later. The default light is used only if no Global Illumination is used. Leave all other settings at the default. In the next step, we will determine the settings for indirect illumination, that is, the light calculation itself. First we need to activate it. Choose both. We want to reduce the accuracy even more. Reduce the HSPH. This enables you to stop the rendering any time if an error occurs.

VRayLight Setup To illuminate the scene evenly, it is a good idea to choose a light source that emits only diffuse light. Now the light source is not visible in the rendering and the light color is determined only by the COLOR value.

Now render an image. This takes us back to the linear workflow. V-Ray now applies gamma correction and the image appears lighter. The Viewport is now evenly lit again. We work exclusively with the V-Ray materials to achieve the best possible results. Little tricks help us represent the result even more realistically. Choose an empty slot for each new texture and assign it a name.

The building is a former factory; therefore, the outside walls are exposed brickwork. This is the standard V-Ray material. This corresponds to a neutral white, as mentioned previously for the test material. This is a grayscale image, and bump-mapping makes lighter colors appear raised.

This is generally recommended for any newly created material, as it lets you check the mapping. If you have many materials in one scene, you may need to deactivate the display again. All objects within the layer are now selected. The material is now projected three-dimensionally onto the object. If you look at our picture of the bump texture, you will notice that it is very large. You can estimate the dimensions of the texture in the scene from looking at the brick size. You also need to take into account the picture's aspect ratio, to make sure that the texture does not get distorted.

Render the picture to test the material. Brick, Exposed Brickwork The material of the exposed brickwork is the same as the one used before. The image has of course the same size as the bump texture. The image will be blurred and details will be lost.

This is recommended for almost any texture based on image material. As the images used have the same size, the values are again identical. Floor, Parquet We will cover the floor with dark, solid parquet flooring.

Now reflection comes into play and the time required for rendering the image increases noticeably. Name it floor parquet. This is a very dark image, so we will lighten it a little bit. You can vary this setting later if the result is too light or too dark. Consequently, we do not use a fixed gray value for the reflection FIG 2. We provide the file wood s. As with the bump map, the same advice applies in this case: the lighter the gray value, the bigger the effect in this case, the reflection.

Enter a value of 0. Go back to the top layer of the material. Reduce the value REFL. The softer the reflection, the higher the values need to be in order to avoid unwanted grain in the picture. You do need to think carefully about the value you decide to set, however, as this affects the required rendering time greatly.

A value of 16 should be okay for now. Use the file wood b. Picture Now we turn our attention to the nondescript rectangle above the couch. We want to turn it into a work of art that makes the large white wall look less austere. We will base it on an abstract photograph by artist Anna- Dorothee Arnold. The main focus is on assigning the material. First press the Z key to center the picture in every viewport.

Apply it to the object. If you expand the modifier, it offers you five different options for altering the object. First, select all areas.

As you can see, there is a list of ten currently unassigned materials. Name it picture painting. This enables overriding properties such as global illumination GI color or reflection color with new materials. We aim to achieve two things with this material.

The picture is displayed on only the front of the picture frame, so the sides and back are white. But these white areas bleed black during the calculation of the indirect illumination. This darkens the wall area around the picture and the picture frame stands out more. That seems like a lot of effort for such a small effect, but it is these sorts of details that make a good rendering. White Material, Matte Now we will do something less spectacular, just for a change.

There are some objects in our scene, such as window frames and skirting boards, to which we will assign a simple white material. These do not need any reflection. This object is actually a group containing several objects with different materials.

We want to assign the current material to the lampshade. Select the lampshade and assign the material. Close the group again to avoid accidentally changing other objects in it.

White Material, Reflecting For other objects, we also need white material, but this time we want it to reflect—for example, shiny plastic surfaces or varnished wood.

But we want the effect to be a little more realistic. Next time you get the chance, have closer look at a cue ball or a white porcelain cup. The reflection on the curved surface increases towards the edges, whereas a small area in focus has almost no reflection. This is particularly relevant for the two end tables. It enables falloff, in this case of the reflection, via a black- and-white gradient. The horizontal axis indicates the gradient from black to white; the vertical axis, the white content.

At the moment, the gradient is linear, defined by two points at bottom left and top right. Right-click on the bottom-left point FIG 2. Now drag the new control point to the bottom-right corner. The black content—that is, the areas without reflection—are now bigger, and the material reflects only on the edges, just as we wanted.

Select the two sockets to the left of the couch in any Viewport and also the two tables. Assign the material to these objects as well. Chrome We also have some pretty chrome objects in our scene. These reflect their surroundings almost entirely and create impressive light reflections.

Drag the left point upwards, to a value of about 0. Compare your settings to those in Figure 2. Change the color in the Diffuse swatch to black. Assign the material to all objects except for the lampshade. Using the icons in the main menu bar, you can limit the selection of displayed objects. In the selection list, activate the group table. Now you can add your objects to the group table. Highlight the object table top and assign the material chrome. Now you can close the group. Do the same with the group table Leather The couch should have a black leather covering.

Once the sunlight is shining onto the couch, we want to achieve a nice soft sheen. Just as with white materials, we do not set black surfaces to pure black. Assign a Gray value of 8 to the amount of the reflection.

Reduce the value for REFL. Now we want to add a slightly harder, more precise highlight. Ceiling, Textured Plaster The ceiling has a textured plaster finish. We will create a white material, again with a bump map. Choose the file ceiling b. Choose BOX as the mapping method. A large flokati rug perfects the room composition and creates a cozy atmosphere. First, we will use a bump map to make the rug look more 3D, and then we will apply the displacement modifier.

The Fresnel reflection is relevant for glass. The default setting of 1. You can adjust this setting to achieve different reflections.

But that is not necessary in our case. Select the layer and assign the material. Light Setup Now that we have assigned a material to every object in the scene, we can get into the light setup. We are going to use only the V-Ray sunlight. A texture for the surrounding area—the sky, so to speak—is created automatically. You can change settings such as tint or atmospheric pollution. Place the target on the rug and drag the light source to the bottom right.

Adjust the direction of the light so that the sunlight falls into the room diagonally from the right. There should be direct sunlight on the rug, about a third of the couch and the wall. Compare your scene to that in Figure 2. V-Ray Rendering Settings We have nearly achieved our aim. Next, we will work our way step by step through the crucial V-Ray settings. Now our materials will really come into their own.

But we also have to strike a careful balance between rendering time and quality of the final result. If you use a dual-core computer, the required time will double. Keep an eye on the required rendering time. You may need to lower the settings a bit. Fine-Tuning We hope that you are already convinced by the result.

Now we will refine the effect of the rug and the natural stone wall. Rug, Displacement The rug does not look like a proper flokati yet. We will fix this. Just as with the bump mapping, we need to assign a map to govern the displacement. It is the same picture as in the bump map. That is sort of the length of our flokati strands.

That should be enough. The rendering time increases noticeably again, as displacement is always very computationally intensive. To that purpose, we have already separated the visible wall surfaces in the AutoCAD file and placed it into the layer 01 wall brick displacement. Generally, you should apply the displacement modifier only to objects visible in the picture, in order to keep calculation time and memory space as low as possible.

The wall is a three-dimensional object, and we want the displacement to run around the edges of the wall as well. The bathtub spans the width of the room and is immersed in light from the ceiling and at the head end. The camera perspective does not give view to the outside of the room, conveying a cave-like atmosphere. This impression is underlined by the use of natural stone on walls and floor. This increases the realism of the scene, as there are no exact edges in reality, either. Reflections on these gentle curves create contrasts in the scene, which is otherwise lit only diffusely.

In this case, we will use a different UVW mapping method. Open File Open the file ch 03 Use the scene for orientation. You can see the openings at the top and to the left of the bathtub. A further opening is located behind the camera; this could be the door. FIG 3. Select the object wall.

These are not visible right now. We decided to use a square picture format once more. In x-direction, center the camera in the room. Change the camera lens to 28 mm.

Now shift the camera in the z-direction so that the bottom edge of the washbasin is just about still in the picture. Compare your image with Figure 3. Render the scene to get a first impression. We will use V-Ray plane lights to create this effect; that is, rectangular planes emitting diffuse light in one direction.

They are in front of the openings and are always slightly larger than these in order to create even illumination. The ceiling light is to be the strongest light source. The side light is also very intense. The back light behind the camera adds a bit of extra light to the room, but is not directly noticeable. Name it ceiling light. Position the light in the center of the opening in the ceiling. They designate half the distance from the center.

Settings of cm and 25 cm are recommended; in any case, the light should overlap the opening by a FIG 3. Center it in front of the opening above the bathtub. Before rendering the scene, you still need to input the parameters for light intensity and color. Ceiling light and side light should simulate daylight.

So assign a light-blue color to emulate the skylight color —for example, RGB values , , You will need to fine-tune these settings after texturing the scene; for the next few steps, setting suggestions are just basic guidelines to start with. RATE to 2. PHASE checkbox. The result should look similar to Figure 3.

We want to create contrast with the soft natural stone on walls and floor by adding highlights to the interior design objects. The natural stone on the floor is distinguished by a different scale from the stone used for walls and the side of the bathtub.

Natural Stone, Floor The floor is the first object where we will use the natural stone. This achieves a soft gradient of Ambient Occlusion. Open the image stone d. This setting adds more sharpness to the texture. Using this parameter is generally a good idea. Select the image stone b. Assign the same values. Reduce the value for the amount of bump mapping to 5. That will be enough to show the stone texture. Select the layer 00 floor and assign the material.

Natural Stone, Wall The walls are made from the same material as the floor. We will assign different dimensions to the bitmap. The natural stone wall will have stones of different sizes than the floor. We used trial and error to find the best settings. In the layer, select only the two objects wall and wall back. The bathtub panel will be formed by several large slabs. Enter 0. Then shift the UVW Map in the z-direction until no horizontal joint is visible.

It is now highlighted in yellow and you can drag it as usual. Ceramic The bathtub and washbasin have a smooth, white ceramic surface, characterized by a high degree of reflection and highlights on the edges.

The faucet, the three shelf edges, and the washbasin brackets are chromed. This makes the reflection dependent on the viewing direction. Toward the edge of the sphere, the reflection becomes increasingly stronger. To make sure that the chrome still reflects if viewed from the front, you need to reduce the black area.

This places a softer highlight on the edges of the sharp chrome reflection, emphasizing the object shape. Plaster The ceiling is covered in very light, almost white plaster. The plaster texture is created via a bump map. Wood The shelf under the washbasin and the shelves on the wall have wooden surfaces.

We will use a very soft reflection to represent a moderately shiny surface. Select the image wood d. Now your wood has a soft white highlight. Rotate it by 90 degrees. Now the texture is aligned lengthwise, as we wanted. Mirror Glass The material for the mirror is really simple.

It is black and completely reflecting. Lacquer, Switch Only the little switch to the right of the mirror will have this material. But the challenge lies in overcoming the impression that the switch is floating. A little trick can help us here. To achieve a stronger shading around the switch, overwrite the natural color bleeding during the calculation of indirect light with the GI material. For a light material, the color bleeding would also be very light.

Color Mapping Render image window toolbar Distributed Rendering Installing V-Ray for SketchUp1. Make sure that SketchUp is closed and begin the installation process. License Agreement , click next to continue. Activating V-Ray for SketchUp1. After finishing the installation, run the Sk etchUp program.

The We lcome page should come up automatically. V-Ray for SketchUp installs under the plugins folder by default. The InstallShield Wizard will ask you to select one of the options. If you already have a serial number, you can select the other option, I have a serial number and I want to activate V-Ray for SketchUp.

Then click next. Activating usually takes several seconds to finish. After activation is complete you will not need to activate it again when you start V-Ray for SketchUp. Before you start rendering with V-Ray for SketchUpWhen rendering an image with any rendering program, including V-Ray for SketchUp, you must understand three main factors that will affect the image: Lighting, Materials, and Mapping.

Lighting plays the most important role among these three. It will affect the color, shadow, reflection and refraction among every single object in the scene. V-Ray for SketchUp is a rendering engine equipped with Global Illumination GI , which helps the users setup the lighting for entire scene easily.

So they don ' t have to spend a lot of time adjusting lighting location and brightness. The concept of GI is very simple. Imagine a room has a window but no light in it. The natural light from the outside of the room comes in through the window so the room doesn ' t look completely dark even though there is no light in it.

Some people even call this the lazy boy lighting. V-Ray 3 for SketchUp features interactive rendering technology that allows users to see results immediately upon changes to the model. In this course, Brian Bradley both introduces and helps to solidly ground you in your ability to use the tools and features found in the powerful V-Ray for SketchUp rendering solution.

Download a series of sketchup tutorials in PDF format. Sketchup Plugin. V-Ray for SketchUp 1. Download Ebook Sketchup kali ini akan ulas V-Ray for SketchUp versi terjemahan bahasa indonesia — ebook ini membahas tentang panduan penggunaan vray untuk rendering sketchup, walaupun buatan tahun tapi masih relevan diterapkan di semua versinya termasuk yang terbaru. The latest update features more responsive CPU interactive rendering when editing scene camera, lighting and materials, as well as a new Light Cache algorithm for improved animation behavior.

Menu ini berisi pengaturan-pengaturan standart maupun custom pada v ray sketch up 2. See more ideas about Vray tutorials, Sketchup model and Sketchup free. PDF online downloads tutorial render vray sketchup 8 pdf from legal resources.

We have tutorial render vray sketchup 8 pdf and others collection of documents. Note: This is a collection of question and answer webinar recordings. Normeradona presents a sketchup vray rendering tutorial on how to use vray in sketchup for reducing the file size or increasing rendering optimization Fantastic tutorial, shared with us by Dario Ilardi, of Grafica2d3d.

The website is in Italian, but it is full of excellent tutorials, understandable in any language. This great tutorial, explain, step by step, how to obtain, by using vray 2. Download PDF. This has the possibility of utilizing multiple computers which can greatly increase rendering speed.

VRay can use up to ten computers with just one license. In order for V-Ray to utilize these extra machines there are two things that need to be done. I do hope in this tutorial, you will not only learn about the Vray pool water material, but also how the UV mapping works in Vray SketchUp. V-Ray for SketchUp provides designers with faster rendering, better lighting tools and the ability to create and visualize complex scenes. V-Ray works within the SketchUp environment allowing users to be able to efficiently incorporate the task of rendering within their current workflows.



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