Tag Archives: vraymtl

5 Useful Python Commands

useful_python_maya_commands

In this post I will share 5 python commands that you can use in your scripts or in your daily tasks inside Maya. Things like renaming transform and shape nodes, query material connections or manage your lights attributes. Really simple to understand and ready to use in the script editor.

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Fresnel Schlick’s approximation in Maya

fresnel_schlick_approximation

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.

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Creating Realistic Grass with VRayFur

vrayfur_grass

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.

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Render-time perfect booleans with VRayDistanceTex

vray_booleans_distance_texture

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.

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