So, while setting up my laptop to handle the 3D freelancer thing, I been thinking about writing a book about shading and lighting, not that I know much about it, but because I want to share my approach, at least for starters, it can help others to understand another way of thinking about shading and lighting in 3D. No book for now, not even soon I believe, have a read and let me know if you would like more information like this.
Tag Archives: vray
So recently I had the need to convert some Arnold materials to Vray. The aiStandard uses the Schlick’s approximation under the “reflectance at normal” attribute, similar to the Mental ray’s brdf control, the difference is that in Arnold you only have control over the 0 degree reflection, not 90 degrees slider or brdf curve control like in the Mia material. But, VrayMtl doesn’t have any other control for reflection falloff other than based on IOR, so having the background on the Fresnel formula implementation with remapValue node and sampler info, the Schlick’s approximation should be easy enough to implement and attach to a VrayMtl. In this post I am going to share with you the Schlick approximation formula in python and how to get around some issues.
In this tutorial I show you how to setup a quick realistic grass scene using vray fur. This is very usefull when you need a quick solution that doesn’t look too “CG” and can give your scene a more natural look.
Deep compositing is one of the most wanted features of the EXR 2.0 integration with major render packages. Rendering deep image data is currently supported only by renderman and mantra. Arnold render has also the ability to render deep data but it’s not avaliable yet. In other hand, vray has a “deep pixels” plugin that is capable of writing this type of data for maya and 3ds max, and also a “deep reader” plugin for nuke. In this tutorial I am going to show you how you can write deep images with maya/3ds max and vray.
I don’t like to use booleans at all, but I came across this video where the guys from chaosgroup show how they used the VRayDistanceTex to make render-time booleans, similar to the renderman feature. There is no cutting or “bad” geometry tesselation, this is render-time raytracing. In this post I will show you how to do this in maya, but if you are using 3ds max you can do it as well using the same aproach.