Archive for the ‘v-ray’ Category

There’s alot of talk about what are the best sampling settings in v-ray, but without the results to look at. So I sat out to put together a chart to help me and others understand how to get the most out of the Adaptive DMC sampler in v-ray.

This chart takes the same 3D model with baked light calculations (irr. map and light cache), to keep the render times just for sampling. I compared the combination of the DMC min, max values with the materials reflection glossiness samples to see what would give optimum results.

I also went a step further and compared these settings while tweaking the global DMC Sampler adaptive amount with the noise threshold to get some interesting results.

Check out the pdf, and decide for yourself what are the best settings.

Here’s the max file (max 2008, vray 1.5 sp1) if you’re interested in the rest of the settings. I was using an hdr map, so you will notice a broken link to that map.

Happy April 10th! I was going to do a series of describing different V-ray procedural shaders, but instead, I decided to post the max file on here for everyone’s enjoyment. If there is a need for other versions, I can post them on here as well. There are 10 different shaders in this file.

The nice thing about these shaders being procedural is that there are no texture maps to link to. So as long as you have max, they will work. Enjoy!

V-ray shaders (v-ray 1.5 SP1 max 2008)

•Wood Panels
•Brushed Metal
•Painted Concrete Masonary Unit
•Frosted Glass
•Split-Face Concrete Masonary Unit

If you are using v-ray and don’t use the VRayDisplacmentMod, then you should switch to mental ray! I use both, but v-ray is very powerful at performing geometric displacement, and is superb at creating organic objects; even grass looks good with displacement. Mental ray is good at displacing small polygons of geometry, where V-ray is good at displacing detail over large polygons. For this reason v-ray 1.50 sp1 is much more successful at creating grass for very large sites; a big plus!

A torus-knot with VRayDisplacmentMod modifier (light cache & irradiance map with 2 vray area lights)

The shader is simply just a VRayMat, with a grass map in the diffuse slot. Then I applied the VRayDisplacementMod modifier to the object. I instanced the image map from the shader into the displacement modifier.

VRayDisplacementMod settings:

• For something like grass it’s very important to use 2D mapping rather 3D mapping.

• I instanced the image map from the shader into the Texmap.

• I changed the amount to 4” to have taller grass blades.

• I increased the resolution to 2048 for better quality.

Voila, beautiful grass!

(notice the render times)