navigate site menu

Start learning with our library of video tutorials taught by experts. Get started

Learning V-Ray for Maya: A Professional Reference Guide

Learning V-Ray for Maya: A Professional Reference Guide

with Dariush Derakhshani

 


V-Ray for Maya is powerful rendering software that allows you to have render-time subdivisions, motion blur, and depth of field in your renders. It also offers an innovative global illumination engine. This course covers all the key aspects of V-Ray, from lights and shaders to object properties and render layers, as well as creating passes and elements, and of course rendering and optimizing.
Topics include:
  • What is V-Ray?
  • V-Ray integration with Maya UI
  • V-Ray lights and shaders
  • Working with global illumination
  • Object properties and render layers
  • Creating passes and elements
  • Rendering and optimizing

show more

author
Dariush Derakhshani
subject
3D + Animation, Rendering, Textures, Materials, Lighting, video2brain
software
Maya
level
Beginner
duration
4h 52m
released
Jul 22, 2013

Share this course

Ready to join? get started


Keep up with news, tips, and latest courses.

submit Course details submit clicked more info

Please wait...

Search the closed captioning text for this course by entering the keyword you’d like to search, or browse the closed captioning text by selecting the chapter name below and choosing the video title you’d like to review.



Introduction
Welcome
00:00 (MUSIC). Hey there.
00:05 I'm Dariush Derakhshani, a VFX Supervisor and adjunct faculty with the University of
00:10 Southern California in Los Angeles. I'm the co-author of an AutoDesk 3DS MAX
00:17 book series, as well as the author for the best-selling Introducing AutoDesk Maya series.
00:23 I'm delighted to bring you this course on Vray for Maya.
00:27 I designed this course not only as a primer for those new to VRay and CG
00:31 rendering but also as a reference for anyone with prior experience seeking more
00:36 detailed information about specific aspects of Vray.
00:41 In this course you will learn rendering using the powerful VRay rendering platform
00:47 through Autodesk's Maya software. We will begin the course by exploring the
00:53 VRay for Maya interface. And how this popular renderer is
00:57 integrated into Maya's UI. Next, I will show you how VRay lights work
01:02 and when to use them. We'll then take a look at the various VRay
01:07 materials and shaders and how to utilize them before moving on to several lessons
01:13 exploring global illumination using VRay In these global illumination lessons.
01:19 You'll learn how the different GI engines work in VRay and some of the popular
01:24 combinations for efficient, clean renders. You will also learn about object
01:29 properties and special VRay cameras and attributes.
01:34 Lastly, we'll explore how to use VRay Render Elements to render in passes to
01:39 integrate with compositing packages such as Adobe's After Effects for the ultimate
01:45 in control over your images. I'm delighted to be the author of this
01:50 VRay course and I am confident this will give you the knowledge and confidence to
01:54 take your rendering to the next level. Thank you very much, and enjoy the course.
02:00
Collapse this transcript
1. Getting Started with V-Ray
What is V-Ray?
00:02 In this video, we'll be taking a look at what V-Ray is in general and what it does.
00:07 V-Ray is a powerful renderer developed by the Chaosgroup, who also develop a suite
00:13 of V-Ray renderers for different programs. We'll be dealing with V-ray for Maya which
00:20 is specifically created for AutoDesk's Maya, a powerhouse animation and CG
00:26 content creation software. V-ray for Maya installs as a plugin for
00:32 Maya, and fits directly into the interface with ease, allowing you to create renders
00:39 alongside your Maya scenes. That allow you to have such things as
00:44 render time subdivisions, motion blur, as well as depth of field, are inherent
00:52 features within VRay. As is an innovative global innovation
00:56 engine that allows you to cast light as bounced light as white in a scene.
01:02 VRay works with all of Maya's features, including render layers allowing you to
01:09 render your objects in separate elements and be able to cop them together.
01:14 For example, we have the reflections being cast by these objects with the objects
01:21 being holdouts themselves, created by using render layers in Maya and rendering
01:26 through VRay. VRay has an affinity for rendering hard
01:32 surfaces such as cars, with one of the featuring being a VRay car paint material,
01:39 making creating difficult renders a lot easier.
01:43 VRay is very well known for its architectural rendering, being a favorite
01:48 among architects looking to visualize their scenes, inside and outside.
01:54 And with image-based lighting, and global illumination, integral to the VRay workflow.
02:01 You can count on your model's details and your textures to really come out and shine beautifully.
02:07 VRay's tight integration with the Maya interface makes it easy to avail yourself
02:13 of all of the options that VRay has to offer.
02:18 Artists coming from different packages to VRay for Maya will find a lot of the
02:24 features very easy to pick up and translate into the Maya interface.
02:31 With a little reference, and a little bit of patience and practice, pretty much
02:36 anybody can become very good at rendering. In this video, we took a look at some of
02:42 the features VRay has to offer Maya and what it could mean for your workflow.
02:50
Collapse this transcript
V-Ray integration with the Maya UI
00:02 In this video we'll be taking a look at VRay's user interface integration with Maya.
00:08 VRay loads in as a plugin into Maya, and may be found in the plugin manager.
00:14 If you check Load and Autoload, you'll be able to see Maya load VRay into its render settings.
00:24 Here you'll find VRay under the render using dialog.
00:29 Running VRay gives you access to a number of VRay specific panels in the render settings.
00:36 Under VRay common, you'll find all the common render features.
00:40 The VRay tab gives you access to some of the subdivision and sampling settings for
00:48 the render, as well as giving you access to color mapping allowing you to work in
00:54 linear work flow. For example, you'll have access to some
00:59 camera features in the VRay tab, such as turning on depth of field or motion blur.
01:07 You'll also have access to an environment where you can override the environment,
01:12 giving your scene an environment of your choosing.
01:16 Further down the render settings for the VRay tab, you’ll also find access to
01:22 VRay’s Sun and Sky system. At the very bottom, you’ll be able to turn
01:27 on some of the user interface elements for V Ray by adding them to the shelf.
01:34 In the Indirect Illumination tab, for the Render Settings window, you’ll find
01:40 everything you need for global illumination within V Ray.
01:45 Here you'll be able to choose the different engines that you'll want for
01:50 your primary and secondary balances. And you'll be able to control those engine
01:55 parameters, through the indirect illumination tab.
02:00 You'll also have access to any caustic effects that you may wish in your render.
02:08 The Settings tab of the Render Settings window give you access to a lot of the
02:14 under the hood attributes responsible for optimizing and outputting your scene.
02:22 Here under the System rollout, you'll find a lot of the attributes you need for
02:27 memory management of your renders. In addition, under the Distributed
02:33 Rendering section under the System heading You'll be able to assign other machines to
02:41 do renders for you in your current session of Maia.
02:45 This allows you to have multiple machines rendering a single frame as you test your scene.
02:53 Here we've seen that I've set a secondary system that will aid in rendering the
02:59 scenes that I have loaded in Maya and this machine is a small form factor machine
03:05 from HP. VZ220 a small but really powerful machine
03:10 that is a huge help in picking up some of the render tasks as I work in Maya and VRay.
03:18 The Translator tab allows you to specify some of the options.
03:24 When you're rendering, you can export to a VR scene directly and use that scene in
03:30 your workflow. Render elements tab allow you to add a lot
03:35 of different render passes to your output, whether they are in separate files or in
03:42 the same open exr file as multiple channels.
03:46 And finally the RT engine gives you access to V Ray RT.
03:52 Which is a real time GPU or CPU enabled renderer that allows you to visualize your
04:00 scene while you're working in it. The render settings, also known as the
04:04 render globals, is the most obvious place to find VRay.
04:09 But you'll be able to find VRay user interface elements in the create panel.
04:14 We can create V Ray lights under the lights subheading as well as certain
04:23 special features within in V Ray through the V Ray sub menu under the create menu
04:30 or you can create and use proxies in your scene.
04:34 You can create mesh lights, fur, or VRay displacement, as well as assigning or
04:40 removing VRay object properties to any of the objects in your scene.
04:46 Specific objects within Maya also have VRay user interface elements within the
04:53 attribute editor. Here under the attribute menu we have a
04:57 VRay sub menu allowing you access to some of VRay's features, such as subdivision at
05:04 render time. When any of these attributes are enabled
05:08 at the bottom of an object's attribute editor, under its shape node tab, you'll
05:15 find extra VRay attributes, which give you access to those values.
05:20 For example here we have an object ID of 3 set for the box as well as a 64 max
05:28 subdivision set for this box which has a displacement map applied to it, we can
05:35 here see some of the displacement attributes that view array allows me to
05:40 adjust auto per object basis they have through the attribute editor For any
05:45 object that you may wish to add V-Ray attributes to.
05:53 You will also find VRay user interface elements within the hypershade, where you
05:58 will see a lot of the VRay materials and textures available in the Maya section.
06:07 As well as some of the the 2D textures that are specific to V-Ray, all within the
06:14 Maya heading in the hypershade. To summarize, the number one place to find
06:20 V-Ray interface elements is through render globals or render settings.
06:26 Accessing shaders and textures through the hypershade, and accessing specific object
06:33 based v ray attributes within the attribute editor itself.
06:39 And lastly, creating v ray lights and other such attributes under the create
06:45 menu in the v ray sub menu.
06:48
Collapse this transcript
2. V-Ray Lights
The Rectangle light
00:02 In this video we'll be taking a look at rectangle lights in VRay, one of the most
00:08 commonly used lights. Here we have a simple scene with an oil
00:11 rig set up and if I go ahead and check my render settings to make sure that I have
00:18 Vray selected. I'm gong to go ahead and just render a
00:22 frame with no lights in the scene. As you can see it is rendering with a Maya
00:30 default light. As soon as you start adding lights in your
00:34 scene V Ray will turn off its default light.
00:37 However, if you open the render settings, you can go to the VRay tab, and under the
00:43 global options you can manually turn off Default Lights.
00:49 Now let’s go ahead and add one of our lights.
00:51 Go ahead under Create lights, you’ll see once you've installed VRay that four VRay
00:59 lights are available under the Create Lights option.
01:03 We'll start with the VRay rectangle light, which will place a light at the origin.
01:08 If we focus on it, we can see it's a fairly small light in face of a very large
01:15 oil rig, which is perhaps 60 meters square.
01:19 So that's quite large. We'll grab our light and we'll move it.
01:29 Once we have the light all at it's defaults placed in here.
01:33 Go ahead and aim it a little bit, and we'll see what this little light can do on
01:39 this large oil rig. We'll go ahead and, and render out a
01:44 frame, and you can see that, that little light really doesn't do much for us.
01:50 It's very small in comparison to the large scene size.
01:56 You may be tempted to scaling the light, however that's not a very accepted workflow.
02:05 Instead, you should go ahead and change the size of your light using the u size
02:09 and the v size. We'll go ahead and we'll make this light
02:13 about fifty times bigger in UNV. See its getting a little bit bigger.
02:17 Lets go ahead and go 200. Now we have a larger size of the locator.
02:25 We go ahead and render that scene again. We'll start to see some of the light
02:29 coming in. By default, varialights have a fantastic
02:35 decay rate. If we go into the attribute editor, you
02:39 can go ahead and turn off the decay rate. By clicking on no decay.
02:44 Let's go ahead and put this in the buffer, and go ahead and re-render this light with
02:50 no decay. And you can see the tremendous amount of
02:54 light that's being given off by that. Part of the charm in VRay's rendering, and
03:00 its lighting system is the decay. And you should typically have your lights
03:06 with a decay on them. Now the larger the light, the more the
03:12 light that you cast. Let's go to 1,200 for the U and the V sides.
03:18 And we already have this image in the buffer, this was a U and V size of 200.
03:24 We'll go ahead and rerender this frame with six times the size of previous slide.
03:31 We can begin to see how much the decay rate there really is.
03:36 Now this oil rig is to scale, so the light fall off coming out of this rectangle
03:41 light is pretty nice and dramatic. This works exceptionally well for studio
03:47 lightening situations where you have a need for more physically accurate light.
03:53 Now lets go ahead and increase the size even more or go to twice the size to 20400
04:01 or move the light back, because again distance is very dependent on its fall
04:06 off, we'll go ahead and angle this a little bit move it, move it up in the
04:16 world, and get a nice soft light. Since we are so far away now, go ahead and
04:26 move it further back. As we're getting further away, our light's
04:33 going to diminish quite a bit. And this is where the intensity multiplier
04:36 comes into play. We can increase the intensity multiplier
04:41 the further back we get. Let's take a quick look at what this light
04:46 looks like. We've got a nice looking light.
04:50 We'll triple our intensity from 30 to 90 and take a look.
04:59 You get a very hot spot where the light is closest, with a gradual falloff.
05:04 This, again, is a sense of the scale. If you're looking for a general gradual
05:11 light, you'll want to back off on the intensity multiplier and create this light
05:17 to be much, much larger. Go ahead and we'll set the UNV size for
05:26 our light, higher still. And then it's placement is really very important.
05:38 Just like any sort of aerial light. The dispersion depends on the size of the
05:43 light, and its brightness and falloff depends on the scale of your scene, as
05:48 well as the size and intensity of your light.
05:54 And one thing you'll notice is that the light is actually rendering in the scene
05:58 as well. By default, all V-Ray lights will come in
06:01 visible in the scene. Unless you turn them invisible, lets go
06:06 ahead and take a look at the attributes for the rectangle light, opening up the
06:11 attribute editor we can see our light colour is dependent on the colour mode we
06:18 can specify a colour through the swatch or we can specify a temperature.
06:23 This is measured in kelvins, go ahead and leave the color and we'll give it a little
06:29 bit of that yellow, morning sun. U and the V size, of course, we've already
06:34 seen is the size of the light. Subdivision sampling is the noise that the
06:41 light may introduce into your render. You can see a little bit in the darker
06:45 areas, you start getting a little bit of noise.
06:48 Let's go ahead and get closer in on those areas and render a frame.
06:53 You can begin to see that noise as the light falls off.
06:59 Let's put that into our buffer and increase the subdivisions from 8 to 24.
07:06 We can go ahead and render a region using Maya's render view, just by specifying the
07:12 region and rendering with that icon. You can see that the noise has been
07:18 greatly mititgated by turning up the sampling for the light.
07:24 Shadows, further down in the Attribute Editor, are by default turned on and give
07:31 you a really nice softness the larger the light is.
07:35 The smaller the rectangle the sharper the lights will be.
07:38 If you wish to put a texture on your light for example an HDRI you can use the
07:44 texture roll out where you can include a texture file going through this icon.
07:49 You can in bring in a file or what have you.
07:55 We'll go ahead and leave our texture alone.
07:58 And then we've got a few options. We've seen the no decay and the invisible.
08:04 We turn on double-sided, the light will light on both sides of it's locator
08:10 (SOUND) that we can see here. (SOUND) But we'll just leave it to the one side.
08:21 We can also toggle whether this light affects the diffused, specular, or
08:26 reflections properties of our render, which is quite handy when you're trying to
08:31 control what lights do what. You can also turn up or down the diffuse
08:37 and specular contributions of your lights. If I decrease my diffuse contribution,
08:44 let's say by a half, the amount of light that I'll see on my object will be mitigated.
09:01 This render is at half diffuse contribution.
09:04 If we increase our diffuse contribution back to the default of one, we'll save
09:09 this in the buffer and render out this frame again.
09:18 As you can see, the diffuse contribution is much better than before, 0.5 to 1.0 .
09:25 This is one other way that you can control how the light affects your objects in the scene.
09:29 Further down you'll find photon emission controls, as well as your UI.
09:39 The UI roll out allows you to scale the locator for the light.
09:45 Its best just to leave it at one and to gauge the size of your locator to the more
09:52 appropriate UNV size which actually increases or decreases the surface area,
09:58 from which the light is emitting. You have familiar Maya options for Object Display.
10:05 You can go ahead and, turn on, drawing overrides if you so wish.
10:12 You can also, be different, aspect ratios, by creating, a different UMV light.
10:21 This way you get a much different response from your lighting.
10:25 Now that we've made the light narrow and smaller, we're going to have to boost the
10:31 intensity quite a bit to account for the lack of surface area.
10:43 With this shape light, we've created a nice little bit of ray that hits our oil
10:49 rig, but doesn't get the entire area. In the video we took a look a the VRay
10:55 rectangle light and discussed some of the options that are inherent to the rectangle
11:00 light, as well as to all of the other lights that are available through VRay
11:05 from Maya.
11:08
Collapse this transcript
The Sphere light
00:02 In this video, we're going to take a look at the VRay's Sphere Light.
00:06 Here in our oil rig scene, we have a rectangle light already creating, but I'm
00:10 going to go ahead and disable light simply by hiding it Ctrl + H.
00:15 Now that light, which you can see here in the outliner, is hidden.
00:23 Keep in mind the scale of the scene is in meters, and we have a rather large oil rig
00:29 that is 60 meters by 60 meters. This is important because the light
00:34 falloff for VRay is dependent on scale and size.
00:39 Lets go ahead and create our VRay's Sphere Light through create Lights, VRay Sphere.
00:45 Now, place this sphere light at the origin.
00:50 Now, because we are in a very large scene measured in meters, this gives us a very
00:56 small locator size. Let's go ahead and snap that close to our
01:00 geometry here. That'll give us a chance to move it right over.
01:07 So, there's our sphere light, and that's how small it is in the face of this large scale.
01:15 Let's see about moving it some place a little bit more friendly, and we'll render
01:23 it at its defaults and see what it can do in this corner of the oil rig.
01:34 You can see the light, but you can't see much else.
01:42 Of course, the oil rig is still there, however, that light is just not large
01:47 enough or strong enough to give you much in the way of the scale of the scene.
01:54 We can increase the intensity multiplier, let's go to 300, and let's also before we
02:01 forget go down to the Options and turn the light invisible.
02:05 That way we won't see the sphere of the light in the render itself.
02:10 We'll go ahead and render that frame with the much brighter sphere light.
02:21 As you can see in the render, you're not getting much of anything.
02:24 We have to go much, much higher on the intensity, because the light is so smaller
02:30 in a large scale scene. We'll go ahead and we'll go to, let's say
02:36 6,000 intensity multiplier to account for the size of the light compared with the
02:43 size of the scene, and we're going to start getting a little bit of light
02:47 casting on the ground. Instead of getting ridiculously high
02:52 intensities, let's go ahead and turn up the radius on that sphere.
02:56 We're at a radius of one, let's go ahead and jump to radius of 120.
03:04 As you can see is just now starting to touch the bottom of the floor.
03:10 Now, our intensity is still quite high. We increased our radius by a factor of 120.
03:17 Let's go ahead and reduce our intensity by a factor of 100.
03:24 As you can start to see in the render, increasing the radius by a 120, but
03:29 decreasing the intensity by 100, isn't really a one to one relationship.
03:36 We'll have to bring the intensity multiplier much lower to be able to get a
03:41 decent light. We'll set our intensity 60 and keep the
03:46 radius at 120. We'll see how the sphere light effects the environment.
03:54 The fall off on sphere light is mostly a very gradual, very beautiful fall off.
04:02 However, in proximity of its actual radius the light is very bright.
04:12 So, what we'll want to do is reduce our radius and increase our intensity.
04:18 We’ll go ahead and go to about a quarter of our radius, and we’ll double our intensity.
04:36 As you can see, the proximity of the sphere light is very important to the
04:43 lighting in this scene. Now, I wouldn't try to light a huge 60
04:50 meter by 60 meter scene like this with just an individual sphere light.
04:58 These lights would be very helpful to create little spots of light, that are
05:06 practically driven. For example, lights on the towers, lights
05:11 on any of the gadgets on any of the tanks, little lights that may be practically
05:20 lighting up the oil rig. Then you'll find that the scale becomes
05:25 much more proportionate. Now in this case, I've created a batch of
05:31 VRay Sphere Lights, that I've placed all around different areas of the scene, as
05:37 you can see here. These lights are generally small, with a
05:42 radius of about 15, with an intensity of about 120, some are smaller with a smaller density.
05:51 Go ahead back to our camera view, this sort of lighting gives you a render of a
05:56 large scale, where you have a sense of real practical lighting on this huge oil rig.
06:03 Now of course, that's not enough, you'll want to add a little bit more light in the scene.
06:10 Remember that rectangle light? Let's go ahead and position that and get
06:14 some fill light. I've unhidden it, let's go ahead and move
06:21 it on over to this side, while we reorient the light..
06:29 Relocated the light, made it blue color, gave it an intensity of 12, it's quite
06:37 large with a 4800 UNV size. We'll go back to our camera view, and when
06:43 we run a render, we get a little bit of that moonlit fill.
06:48 And we still have these point lights giving us some motivated lights coming
06:54 from the rig itself. Now, let's take a look at the attributes
06:58 for one of our sphere lights. Go ahead and select one of these guys.
07:04 Just like the rectangle light and the other VRay lights, you have an intensity
07:09 multiplier, as well as a light color, which can be controlled by the color or
07:14 temperature measured in kelvin degrees. The lower the temperature the warmer the
07:23 light will seem. If we want a nice orange light for all of
07:27 our VRay Spheres. We'll go ahead and select them all in the Outliner.
07:34 And in the Channel box, we can go ahead and put in a temperature for the color mode.
07:41 And then enter in our temperature of about 3,600 degrees Kelvin.
07:48 If you look at each one of these lights in the Attribute Editor, you'll see that they
07:55 all have the same orange cast. Instead of the U and V size that we saw
08:01 with the rectangle light. We have a radius, which governs the size
08:05 of the light itself. As we saw earlier in the video, the
08:10 position and the size of the light really, really makes the intensity of the light different.
08:18 If you want to keep your lights small enough to cast a soft, generic point light.
08:25 Or if you want to very defined harsh light, you can create a radius that
08:30 actually overlaps your geometry. If you start seeing noise with your lights.
08:38 As you can see a little bit here if we go ahead and zoom in.
08:42 Might see a little bit of noise in the darker areas.
08:47 You can mitigate that, by turning up the sampling for that light.
08:53 Shadows are on by default, and we have the same set of options as most of the other lights.
08:59 We can choose to affect the diffuse specular or reflections for each
09:03 individual light. And of course, you will need to turn on
09:07 the invisible check box, so that you don't see the actual points of light.
09:14 So, that in a nut shell is the VRay Sphere Light and how it can contribute to your
09:20 lighting scene.
09:20
Collapse this transcript
The Dome light
00:02 In this video we're going to take a look at the VRay dome light.
00:07 This scene we have a 60 meter oil rig, and the idea is to get an evenly lit
00:15 environment for its render. We'll go ahead into the Create Lights,
00:21 Dome Light. And you will see a little locator show up
00:28 for the dome light. It's attributes are similar to other VRay
00:33 dome lights, in that it has a color which can be set with temperature.
00:38 Measured in Kelvin or with a simple color swatch, and it has an intensity multiplier.
00:47 This of course sets how bright the dome light becomes.
00:50 This gives you a hemisphere that fits over your object to give you a nice soft lighting.
00:58 We'll go ahead and take a look at our render now.
01:06 So with that dome light, we have a nice even shading all the way around.
01:12 You'll notice a little bit of a white strip up here, let me show you what that is.
01:16 If we zoom out and we angle this way and we go ahead and render again, you're
01:25 going to see a lot more white. And that actually is the dome light being
01:29 visible in the render. So, first thing you should do is go ahead
01:34 and go into the attribute editor, and turn on the Invisible checkbox, just like all
01:40 the other V-Ray lights that you don't want to see.
01:47 So you have to keep that in mind when you create your viewer lights, and the dome
01:52 light gives you a very nice soft surrounding light.
01:56 Go ahead and put this into our buffer and then in the Attributes, I'm going to turn
02:02 on Dome Spherical. And what this does, you've seen the sample
02:07 gets a lot brighter. It turns the hemisphere of the dome into a
02:12 full sphere. As you can see you are getting a lot more
02:18 light from the bottom because of the bottom part of the sphere has been filled
02:22 in, and there's generally a little more light overall because there is more
02:28 surface area for the VRay light to cast from.
02:31 Now the amount of noise present in the scene is a function of two things,
02:36 obviously render settings, which allow you to increase your subdivisions on the whole
02:42 but also the light itself has a subdivisions attribute, just like all the
02:47 other VRay lights. If I increase this attribute, let's go to
02:51 four times its current bit, put that in the buffer, and we'll render it out,
02:57 you'll notice less noise coming from this particular light.
03:03 As you can see a lot of that noise is disappearing, as the buckets fill, and the
03:08 difference between the two is quite striking.
03:11 This was accomplished by increasing the subdivisions on just the light.
03:17 Further down the Attribute Editor, you'll find a texture roll-out.
03:23 This allows you to put a texture on the color, or to use a color for the dome, itself.
03:31 Let's do a cyan, and let's put this in the buffer and render out a flat cyan color
03:38 for our oil rig. As you can tell, the light's gone
03:44 completely cyan. So you can feed a file texture into here
03:50 by going through the Map button, and you can map anything from regular bitmap
03:56 images to 32 bit HDRs. The options for Dome Light are similar to
04:01 other VRay lights, where you can multiply the diffuse and specular contributions, as
04:07 well as turning them on and off, as well as turning on and off reflections.
04:13 You've got photon emission for GI control, if you need, and you can change the
04:19 locator scale so your light shows a little bit bigger.
04:28 So you'll have to get quite a bit bigger for this very large scene to get any sort
04:36 of effect out of your scaling. In this lesson, we took a look at the dome
04:44 light and the soft overall lighting that it can provide in your VRay scene.
04:52
Collapse this transcript
V-Ray Sun and Sky
00:02 In this video, we're going to take a look at how to light this oil rig using the
00:07 VRay Sun and Sky system. Or as with most lights in VRay, you go to
00:13 Create menu to create them. The Sun and Sky lives in the Render
00:18 Settings > VRay tab > V-Ray Sun and Sky rollout.
00:24 You'll see options to create a sun and a sky, as well as delete them.
00:29 These icons allow you to adjust the nodes, once you've created them.
00:33 Let's go ahead and create a sun. In our viewport, we will see this locator,
00:41 which gives you the angle of the sun. And in the outlining/g, you'll see we have
00:48 a transform node, which is used for positioning and orienting the light.
00:56 And we have the actual sun light attributes, we can access through the
01:06 GeoSun node. (SOUND).
01:09 Lets take a quick look at a render of this scene, and you'll see that it's completely
01:14 blown out. Making sure we have the GeoSun selected I
01:20 have access to the intensity multiplier which I will turn (SOUND) way down.
01:27 We'll go to a very low number, put this in the buffer, and go ahead and render this out.
01:33 And you'll notice that our render hasn't really changed.
01:37 It's still extremely blown out. We'll go ahead and put a very small number here.
01:42 (SOUND) We'll have to go even smaller than that.
01:48 (SOUND). And you'll see that our swatch has finally
01:53 come off of being very, very bright. If we render this with that extremely
01:58 small number, we'll start seeing the sun come into play.
02:05 The reason we have to turn the intensity multiplier so low is that the sun is
02:10 dependent on the scene scale. If we open up the Preferences and go to
02:15 the Settings tab, we'll see that our linear scale is set to meters.
02:20 Let's go ahead and go to millimeters and save that scale.
02:24 And if I render this object out now, let's put this in the buffer and render the oil rig.
02:33 It turns very, very dark. The intensity multiplier at a scale of
02:40 millimeters needs to be much greater. Let's go 0.001 (SOUND) 0.01.
02:49 (SOUND) Go to 0.1, and we're starting to see light coming back in.
02:55 Let's go ahead and render this with an intensity multiplier of 1, and you'll see
03:02 very similar lighting to what we had before.
03:05 There’s quite the exponential factor going from meters to millimeters.
03:12 We’re talking about a ten thousand factor for the intensity.
03:16 The only unfortunate part of that is if you do have to work in a large scale such
03:23 as meters, you won’t be able to see your intensity multiplier very well.
03:30 However, most scenes in Maya are done in centimeters.
03:35 So having an intensity multiplier of about 0.01 will get you a pretty good lighting
03:41 response from the sun. Again ,we’re at centimeters now.
03:45 We’re at 0.01, where before we were a hundred times more at intensively of 1 in millimeters.
03:53 And then, 10,000 to get the same lighting from a scale of meters.
03:59 Let's go ahead and stay in centimeters with an intensity of 0.015 (SOUND) make it
04:05 just a little bit brighter, so we can see some more light.
04:09 Because this is a sunlight, the shadows we’ll be seeing will be nice and crisp and
04:14 very sun like. The turbidity attribute governs how much
04:20 dust and other pollutants are in the air. The higher the number, the yellower and
04:26 more orange the sky becomes and the resulting light of the sky.
04:32 So with a turbidity of about 9, if we render this out, we'll see a much more
04:40 orange and much smoggier light, as well as becoming more dim.
04:45 The lower the light values, the clearer the light becomes, giving you more of a
04:51 crystal blue sky. The lowest you can go is 2.0, but you can
04:57 go quite a bit higher as you need. 20, of course, will give you a very
05:02 polluted and very dim sky. As you can see here, you'll have to
05:07 increase your multiplier. Let's go to 0.04 and we'll take a look at
05:14 a very dirty atmosphere. We'll have to go even higher on the
05:20 intensity multiplier to compensate for the amount of pollutants in the air.
05:24 And here we have a very orange look, perhaps a nice Los Angeles day afternoon.
05:31 Let's reset our turbidity to about 3, and we'll have to re-compensate our intensity
05:39 back to about where we were, giving this a render like this.
05:44 And let's now introduce the sky. (SOUND) We'll go ahead and put this in the
05:52 buffer and render to see any difference that sky will make.
05:56 Well, it's given us no extra lighting. However, it has given us a bit of a slate
06:03 gray environment. For the sky to play much of a role in the
06:08 lighting, we have to turn on indirect illumination to get a GI bounce.
06:15 We'll render this now after putting it in buffer to compare the difference.
06:19 (BLANK_AUDIO) And as you can see, we've got quite a bit of an addition to the
06:30 lighting solution and quite a nice fill from that sky environment.
06:38 In our Outliner, we see that there's no additional nodes for the sky.
06:44 However, if you look in the Render Settings, you'll find that the environment
06:49 roll out has been overridden by the VRay sky, adding these nodes to the textures
06:56 for the environment. To get rid of the sun or the sky, simply
07:01 come to the Render Settings and delete either or both of your attributes.
07:06 To get to the attributes, simply press this icon.
07:13 Now, adjusting the sun direction is quite easy.
07:17 You don't want to transform this node, you want to transform the node right above it.
07:23 Selecting the transform node allows us to scale up our locator, so we can see a
07:30 little bit better what's going on. Now this will not change the lighting.
07:34 Let's go back to our previous camera view and verify that.
07:46 We can see, as the image finishes rendering, that the image with the scaled
07:51 up light locator is exactly the same. So no need to fear scaling up your
07:56 transform node. Now, let's go ahead and rotate it, so we
08:00 get the sun coming from the left of screen.
08:03 And now when you render, you will notice a light direction change.
08:16 And here we are in direct sunlight by just rotating our transform node.
08:25 Let's take a look at the GeoSun node very quickly, and go over some of the attributes.
08:30 The ozone attribute governs the color of the light.
08:36 Smaller values will make the sunlight more yellow, while larger values will make the
08:42 sun more blue. There's a range of 0 to 1.
08:46 We'll set the ozone to be a blue color. We'll render this frame.
08:50 (BLANK_AUDIO) We'll notice that the render with a ozone of 1 takes on a much more
09:07 blue color in the light. The sky model attribute will let you
09:13 change the type of sky that's being generated.
09:16 If we go to CIE, you'll notice that the horizontal illumination attribute will
09:22 turn on. When we render with this new sky method,
09:26 we get a very bright response. So we have to greatly reduce the
09:32 Horizontal Illumination. This attribute governs how much light is
09:37 being reflected from horizontal surfaces coming from the sky.
09:42 At a reduced illumination, we should get a better response.
09:48 (BLANK_AUDIO) And if we compare the two, there's slight differences in the quality
10:00 of the light that's on the objects. This is from switching to the CIE Clear.
10:10 If we switch to the CIE Overcast, we'll put our clear into the buffer and render
10:17 for comparison. And you'll see immediately there's quite a
10:22 big difference between the clear sky and the overcast sky.
10:28 But just remember, you’ll need to adjust the Horizontal Illumination if you’re
10:33 getting blown out areas. And, of course, we have shadow parameters,
10:37 as well as the invisible option. We can affect the diffuse or the specular
10:44 or even multiply their contributions coming from the slide just like all the
10:48 other lights. Of course, this is the photon emission
10:51 section, if you're using Photons for GI or for Caustics.
10:57 In this video, we took a look at the VRay, Sun and Sky system, which is created
11:02 through the Render Settings dialogue.
11:04
Collapse this transcript
Using images and HDRs on lights
00:02 In this video, we will be talking about how to use images on VRay Elite.
00:08 The most common use of an image on Elite is with an HDRI, and typically, HDRIs can
00:15 be environments. For example, we have here an interior
00:20 environment of a kitchen, where we have a good amount of light coming in through the
00:26 open windows. Of course we have exterior environments.
00:31 Here's a nightscape and a dayscape, where we have the primary lights coming from the
00:37 sun, and of course from the street lamps. To create an environment light like that
00:45 in VRay, you create a dome light. There we go, there's our dome light.
00:54 And in the use textures down here, you'll want to use dome text and that will enable
01:02 you to map a file over to your light. We'll go ahead and click file, this will
01:10 give us access to adding an image file. I will bring in the desert environment.
01:17 Of course, I don't want the JPG, that's just for preview purposes.
01:21 I'm going to want the HDR. Now you can find HDR's online.
01:26 There are multiple websites that, sell and create them.
01:31 Now you'll see, we have quite a large scene scale, so, we have a little bit of
01:37 sharing going on here. So, let's go into our camera, see if we
01:43 can bring in, there we go, I had to reduce my Clip Plane to allow Maya to show the dome.
01:50 Now, the dome light is only a hemisphere right now.
01:57 That's because we have not turned it on to be spherical.
02:01 So, I will select the dome light and I will use it as the dome spherical, and
02:09 that gives me the entire HDR. Now you can see the HDR is in the viewport.
02:21 In the panel we can turn that on and off by going to the viewport display heading,
02:29 which is right here, and we can enable or disable as well increasing the detail and resolution.
02:39 Let's go ahead and line up our camera right about here.
02:42 And let's run a test render. As you can see, we are getting a direct
02:53 light from the HDR. But we can also get indirect lighting from
02:58 the HDR as well, by simply turning on GI. Irradiance map Brute Force is the initial default.
03:06 We'll put this in our buffer, and go ahead and render this out to see how GI fills in.
03:12 And as we can see in the render, we have a little bit of an extra light contribution
03:22 from the GI from the dome. And of course the position of the brighter
03:30 spot of your HTR, which in this case is the sun dome will end up being the primary
03:36 lighting direction. You control the brightness of the HTR.
03:43 In the dome light, you can use the intensity multiplier, for example to turn
03:47 up the overall illumination to give you a render that is quite a bit brighter.
03:53 You can also control it through the HDR itself by editing the values in the image.
03:59 The noise that can come from an HDR can be mitigated by increasing the sub-divisions.
04:06 For the dome light and you would do this as needed to get rid of any noise that you
04:12 might see in your render. And particularly that noise ends up
04:17 showing up in the darker areas of your render.
04:21 Not only can we put an environment on a dome light, we can also use lights on
04:28 rectangle lights. This is very useful for using actual
04:34 photographs, HDRs of real lights or even real reflectors or soft boxes and so
04:42 forth, that you can map directly onto the light itself.
04:48 Now in this simple scene we have a couple of characters, emoticons that are being
04:56 lit by a single rectangle light and this rectangle light has no texture on it.
05:06 And then intensity of eight, we're going to go ahead and use a texture.
05:11 We'll go ahead and map a file onto it. Then we'll go and select a key note light,
05:19 which essentially looks like this. Let's see about adding the key note 2 HDR (BLANK_AUDIO).
05:32 And when we do add the light and run a render, we'll see quite a bit of difference.
05:39 We'll put this in the buffer and render, the intensity of the light we can tell is
05:47 immediately different, as is the color of the light.
05:54 And as the render finishes, the all important reflections are also quite different.
06:00 And as we scrub back and forth, there's a big, big difference between the two.
06:06 Using a texture like this will require us to increase the amount of light to
06:11 compensate for the lower intesity. We'll go ahead and bring this up to a
06:18 little bit higher. And we can also, again, mitigate the
06:23 amount of noise that the light is throwing by increasing the sub-divs.
06:28 We'll go ahead and put this in the buffer and render this frame.
06:33 The result is a brighter frame than before, obviously, but also less noise
06:40 because of the higher subdivs. We can see we have a more photographic
06:46 quality to the light because of the photographic nature of the light itself.
06:54 Using a photograph of a real light will give you much more subtle details in your render.
07:02 These HDR's you can create yourself or acquire as a set online.
07:08 We'll go ahead and try one more example, we will swap out the Quino light H.D.R
07:15 that we're using And we'll go ahead and use a soft box which looks like this.
07:23 When we use the HDR of course and as soon as that's loaded we'll go ahead and render.
07:36 As the render finishes you can immediately see a huge difference in the quality of light.
07:43 Even though the intensity hasn't changed, we've got a very blown out floor and we
07:49 get a much brighter scene. So the brightness of the HDR in question
07:54 is very germane to the lighting of your scene, as is obviously the color.
08:00 And as you can tell, you get a much more photographic quality than if you had just
08:05 used a flat white color that is default with the rectangle light.
08:10 And there you have it mapping real HDR environments and real HDR lights on to
08:19 rectangle, and dome light gives you a much more photographic render.
08:24 so in this video we took a look at how to map images onto dome and rectangle lights
08:31 in the theory
08:32
Collapse this transcript
Using linear color space and the V-Ray Frame Buffer
00:00 In this video, we'll be taking a look at the use of linear color space with V-Ray
00:09 as well as learning how to use the V-Ray Frame Buffer instead of the regular Maya
00:14 render view. Color space is defined as how your monitor
00:18 displays the color information coming from the file.
00:22 Now, Wikipedia has a pretty good explanation of color space, as well as
00:29 sRGB color space. Your screen, your monitor is most likely
00:37 sRGB color space. That's how it presents the mathematical
00:41 information stored in the file and displays it for you to see.
00:46 Now, linear color space is more accurate and is the preferred way of working in V-Ray.
00:54 To enable linear color space in V-Ray, simply need to go to the V-Ray tab and go
01:01 under the Color Mapping section. Here, you'll find the chance to set your
01:07 color space. For linear color space, we'll want a Gamma
01:11 of 2.2, and we'll want to turn on Don't affect colors.
01:18 Now, a quick hack work around in V-Ray is to use the linear workflow.
01:23 What this does is that it automatically takes all of the images coming into Maya
01:30 such as textures that we have on the box and converts them to linear space for
01:37 calculating in V-Ray. Most of the images coming through, for
01:42 example like this JPEG or sRGB color space are not linear.
01:47 Using the Linear workflow button will give you the proper gamma values to allow the
01:54 conversion from sRGB space to Linear space for V-Ray to work properly, all in linear space.
02:02 The preferred method however, is to put a gamma curve on the file itself.
02:08 So when you select the texture node, the file in texture node in the hyper shade,
02:14 you'll have access to V-Ray attributes. Here, you need to put a texture input
02:22 gamma node, or I should say attribute, on the file in node which automatically sets
02:29 you to 2.2 gamma. This is what you need to convert sRGB
02:35 images such as this color map into your linear space for viewing.
02:40 Maps for black and white uses or gray scale uses such as reflection and
02:48 displacement or bump map do not need to be converted to linear space as they are only
02:54 luminance values are being used. Color maps should be converted every time
03:01 they're brought. The only exception to this rule is if your
03:05 textures coming in already in Linear space such as when you're using an EXR image for
03:11 a texture. To recap, in the Render settings, you
03:15 want to make sure that your gamma is set to 2.2 and that you have Don't affect colors.
03:23 If you are using input gamma nodes you will not want to use the Linear workflow
03:32 hack around. Only use one or the other.
03:34 Otherwise, you will end up double gamma-ing your texture nodes, which will
03:39 give you an in correct process. So now that we have a linear color coming
03:45 into Maya through the texture nodes. And we have instructed V-Ray to run at a
03:50 2.2 linear gamma workflow. We'll want to view the output of our
03:57 renders in proper linear space. As you can see with this render, it's
04:03 quite dark. Let's put it in the buffer and will turn
04:07 off the gamma correction and re-render this frame.
04:14 As you can see, the render is coming out much brighter than before because it does
04:20 not have linear correction on it. However, one thing that we need to do is
04:26 we need to be viewing the proper space because the linear information that is
04:30 being output for V-Ray is being displayed as sRGB.
04:35 And that information is not correctly accurate until we enable sRGB view.
04:42 The best method for doing so is to use the V-Ray Frame Buffer.
04:47 In the Render globals, under the V-Ray Common tab, all the way at the bottom,
04:54 you'll find switches to use V-Ray VFB. If you need to stick with the Render view
05:00 for any reason, you can automatically convert your image to sRGB view in the
05:05 render view. Here's our current render.
05:09 We'll put it in the buffer and we'll render again.
05:12 This time having told V-Ray to convert the image to sRGB.
05:15 Now, there's been a drastic change, where our image is much, much more pale.
05:22 And if you cycle through these images, your first thought may be I need more
05:27 light here, I need more light here and I need less light here.
05:30 However, we are rendering with the same default lighting in all three of these circumstances.
05:37 However, your output is different because of the color space.
05:44 Now that we are working in linear space and correctly viewing in sRGB space
05:49 because of this check box, we have to re-enable our texture input gamma to get
05:55 the proper render and the proper view. As you can see, the textures are becoming
06:02 much more rich and much more vibrant then they were before the texture input gamma
06:08 was enabled. Let's remove this from the buffer and take
06:12 a look at our three properly gamma textured renders.
06:16 This is viewing in the wrong color space and this is viewing in sRGB.
06:24 Again, we've told Maya to convert the output image from V-Ray to sRGB in the
06:30 Render view. However, a lot of people prefer to use the
06:34 V-Ray VFB, the Frame Buffer. Doing so enables V-Ray to open its own
06:41 Render Viewer when you hit the Render button.
06:49 As you can tell here, our image is quite dark as well.
06:53 In the Render View, if we go back to the very first image you'll see there is quite
06:59 the match. To enable sRGB View in here, we simply
07:04 click the sRGB button. Here, we're viewing in the wrong space and
07:08 here we're viewing it in sRGB space, which is correct for your monitor.
07:14 If we compare that to the Render view sRGB, we have parity.
07:21 Some of the advantages to using the V-Ray Frame Buffer over the regular Maya Render
07:27 View, you can easily switch between Linear and sRGB.
07:32 You could also have a history of all the renders in your scene by activating the
07:37 History button. Here, you can see all the renders that I
07:41 have accomplished in V-Ray. When you hit the Options button, it will
07:45 give you a chance to dedicate a folder, and a megabytes amount of the number of
07:51 V-Ray images that you want to keep in your history.
07:56 Let's go ahead and put this in our History button by hitting the Save button.
08:02 From here on, if we change our frame and do another render.
08:10 We can save that to the buffer, again by hitting Save.
08:13 We can compare the two by just double-clicking, to bring up any images
08:21 int he history. Some other uses for the V-Ray Frame Buffer
08:26 have to do with color correction. Here you can use Exposure Control and even
08:30 Curves to allow yourself to change your image.
08:34 For any of those, you need to turn on the Corrections Control tab.
08:39 Once this windows is open, you'll be able access Exposure and Curve Control.
08:46 Let's turn on the Exposure Control, which is run with this slider up here.
08:51 This allows you to expose up or down your image interactively while you view it in
08:58 the VFB. Simply toggle it on and off.
09:01 If you need to reset it, obviously just grab the slider and bring it back down to
09:05 0, just sometimes easier said than done, there we go.
09:14 You also have control over your curves and also your levels.
09:20 Here, we can change the levels. I am changing the mid-point values, the
09:28 black values and so on, can easily be adjusted in this window.
09:34 The Curve Control allows you to use the curve color correction to adjust the image
09:41 using curves and stem. You can also toggle it on and off pretty easily.
09:51 Clicking this will allow you to stamp your frame with any number of information by
09:57 default and its set to the V-Ray version and the render time.
10:02 So if I go ahead and render this frame again by clicking the teapot, I'll be able
10:06 to see the time information and the V-Ray version display at the bottom as a stamp.
10:13 Right-clicking anywhere inside the image gives you pixel information that gives you
10:21 brightness and colors. In 8, 16 and 32 float.
10:27 Towards the top of the V-Ray Frame Buffer, you will be able to see a number of icons.
10:37 Here you got the choice to a b between two different choices in your history.
10:42 Here we have, let's set this one as A, let's set this one as B, and then we'll be
10:50 able to swipe between the two different renders.
10:54 Very helpful for comparing different colors and different renders.
11:04 To turn this off, simply go back to your history and turn off by unsetting those.
11:14 Take a look at our latest render, we can save the image from your frame buffer by
11:19 clicking the Disc icon, the icon right next to it will save all the different
11:25 channels from your render. Currently, the only two channels we have
11:29 are the RGB channel and the alpha channel. However, with V-Ray, you will be able to
11:34 save multiple channels that are all dependent on the render elements that you
11:40 set up through the Render view. Here in Render Elements, we are able to
11:45 add a number of different render passes and elements as different channels to your render.
11:52 Let's just randomly pick a number of, of these.
11:56 We'll go ahead and render, we haven't really set up any of those elements quite
12:03 properly yet, but you'll be able to see in your pull-down menu that you have all of
12:08 those as channels. To save all of these, you'd have to click
12:18 this button. When you save your renders, when you work
12:26 in the Linear space, you will be saving it into sRGB.
12:34 So when you see the image displayed, it will display in the wrong color space.
12:40 It has to be converted by either your viewer, which in this case it can't be or
12:45 by a composting package back into sRGB. In this case, we have the image loaded
12:53 into Photoshop CS5 and we're going to put a an exposure adjustment on it.
13:05 We'll need to set the gamma to 2.2 to more accurately display the image.
13:11 However, this JPEG doesn't have enough color information to be able to withstand
13:17 the exposure change. So if you must save out to an sRGB file
13:22 format, it's best to do it at a 16-bit. We go ahead and try to save this file again.
13:29 This time we'll choose a 16-bit file format, such as a TIFF.
13:43 This time in Photoshop, opening the TIFF will give you 16-bit.
13:49 But as you see, as you go into the adjustments to create a 2.2 gamma, your
13:57 image will be slightly washed out still, compared with these two.
14:01 Saving an EXR files, however, will give you a good color depth to be able to gamma
14:11 your file in posts. So in Photoshop now, opening the EXR
14:19 version of this render will automatically give us the proper color space.
14:25 In addition it's tolerance for change is much broader than all the others, TIFF or JPEG.
14:33 Let's go back to RGB. Lastly we're able to render only a region
14:41 of what we're looking for. By clicking on the Render region and
14:49 specifying a space to re-render. The computer only begins to calculate the
14:57 area within the region. And that sums up the V-Ray Frame Buffer as
15:02 well as linear versus sRGP space. In this video we took a look at how to
15:09 enable working in linear space in Maya and also how to use the VRay frame buffer
15:16 instead of maya's render view
15:20
Collapse this transcript
3. V-Ray Shaders
The V-Ray material
00:01 In this video, we'll be taking a look at the VRay material.
00:05 We'll go ahead and open the sample scene provided with the video called decorativeboxvraymaterial.ma.
00:13 Once you have the scene open, press 6 to see the textures on the box, and take note
00:20 that there is in the scene a dome light for some fill light, which we'll see right
00:27 here, and a rectangle light for the primary light.
00:33 Go back to our camera view, and we'll check in the render settings that we are
00:39 Indeed using the VRay VFB, and under the color mapping section, we are at a 2.2
00:46 gamma, and we're using linear work space. The color texture on the box does indeed
00:53 have a input texture correction enabled with the proper gamma.
01:01 When we render the scene, we'll see an image like this.
01:06 Now, the shader that's on the box is a simple phong created inside of Maya.
01:16 This phong has a displacement. It also has a map force reflectivity, as
01:23 well as a color map. When we look at the VRay render, we'll see
01:28 that the displacement map is working just fine.
01:31 However, the reflectivity hold out which should create a zero reflect shouldn't
01:38 inside the carvings of the box doesn't seem to be respected by the VRay render,
01:44 but that's okay. Mostly everything that you do in VRay will
01:48 respond a little bit better with VRay specific materials, although Maya
01:53 materials do work just fine. Every now and then you will into run into
01:57 a glitch where, for example, this is rendering reflections where we're asking
02:02 it not to. So the way the regular phong is set up is
02:06 not working very well in VRay for the reflections.
02:10 So we're going to set to task changing this phong shader into a VRay material.
02:17 VRay materials can be found in the hyper shape creation bar right under the my
02:22 heading for surfaces. Here you can see all the VRay surface
02:26 materials you can add along with the minor ones.
02:31 You also have the ability to create some VRay textures.
02:35 VRay materials can only be rendered through VRay, and will appear black in any
02:42 other renderer. We'll go ahead and create a VRay material,
02:48 which will gives us something that looks like a gray lambert.
02:52 Let's take a look at some of the attributes in the VRay material.
02:55 We have diffuse color which allows you to color your material as well as the diffuse amount.
03:03 The lower the amount, the more dark your render becomes because light is not able
03:09 to bounce and diffuse off of it. The opacity map simply sets a transparency
03:16 to the object and its alpha channel. Roughness amount takes away some of the
03:22 highlight from any lightning in the scene and the Self Illumination allows you to
03:28 add a bit of in contentions to the material.
03:33 The VRay material is able to retrace reflections right of the back this is
03:38 dependent on the reflection color as well as reflection amount the brightness of the
03:43 color will allow you to dictate how much reflection to get from your surface and
03:49 that is multiplied by the amount. This gives you the chance to map the reflection.
03:58 And also then control it with a multiplier using the amount.
04:03 In this case, we will middle mouse button drag our reflection map right onto the
04:07 reflection color. This will allow all the areas of white to
04:12 be reflective at a full value of one while the areas that are black will have no
04:18 reflection, and grey scale is, of course, in between.
04:22 Now to add the color map we simply go on to the diffuse color.
04:26 Our middle mouse button drag our color map to diffuse color, and you'll be able to
04:32 see when we rendered the color on the material.
04:36 Let's go ahead and take a look in the outliner and we have two boxes here.
04:41 I'm going to turn the thong box off and I'm going to turn the V Ray box on.
04:47 I will then assign the V Ray material to this new box.
04:53 Make sure we have it assigned. There we go, now back to the attributes
04:58 for the VRay shader. The type of specular that you get depends
05:05 on the BRDF type. This also adjusts the reflections on the
05:10 material, you can choose between Fong, Blend, and Ward.
05:13 Let's go ahead and go to Fong to match the earlier material that we had on this box.
05:20 Now we just have to make sure the displacement is added to the VRay material.
05:25 There are two different ways of doing displacements in rewrite, however we'll
05:30 just take a look at how to do it through the shader by middle mouse button dragging
05:35 the displacement node onto the material, and then choosing displacement map from
05:41 the pull down menu. When we render the v-ray material now,
05:46 we'll see that the box becomes very shiny. However, the carved areas don't seem to be
05:53 picking up reflection. To reduce the overall reflection amount
05:58 here, we'll just go ahead and reduce our reflection amount in the shader and create
06:04 about a 0.3 reflection. Now that we render the box, we'll see that
06:10 the reflection amount has taken care of a lot of that weird look from the previous
06:16 render, and is giving us a much nicer render, of the box overall.
06:21 Compared with the fully reflective, render, we see that there is a lot of
06:27 black reflecting in the top and that's why it looks so gnarly.
06:31 Here we have a much better box. If we compare it in the history to our
06:37 earlier phong, we can see that the reflection map is being respected within
06:43 the carvings. Now I've created a new VRay material.
06:48 With a fair amount of reflection then I am going to add to the floor, rendering this
06:58 frame will give you glossy reflections of the box in our ground surface here We'll
07:06 go ahead and save this to our frame history and compare between the two.
07:11 Now there is quite a bit of noise in the reflection here and it a very glassy
07:17 reflection to get a feeling of formica for example We'll want to blur the reflection
07:24 a little bit here. We can do that through this new ground
07:29 material that we've created for the floor. Under the reflection heading you'll find a
07:36 reflection glossiness, reducing that will allow you to blur the reflections on your ground.
07:45 Rendering this will allow you to see a much better material on the floor.
07:52 Now, one neat thing about the VRay VFB is that you can turn on this icon, which
07:58 allows you to put your mouse where you want your render buckets.
08:03 Here I can look at the area I want with the mouse and have it render that area first.
08:11 As you can see, there's a good deal of noise coming off of the reflection in the floor.
08:17 It's of course, reflecting back into the box as well.
08:22 To mitigate that noise, of course you'll have to go into the render center window
08:26 and increase your subdivisions. Rendering with a subdivisions of 16 should
08:33 net us a little bit of a nicer result. The extra subdivisions make a big
08:40 difference in how this looks. However, it does take quite a bit longer
08:44 to render. If we compare it with the old and the new,
08:49 you can see quite a bit of difference as the the floor is also picking up some of
08:54 the reflections from the light. And this increases your overall
08:59 illumination just a little bit. Now we can still see that there's still
09:04 some noise in this reflection, and instead of turning up the subdivisions for the
09:10 entire render, we can turn up the subdivisions just for the reflections in
09:16 that material. So if I increase this to 24 from 8, if we
09:22 save this to the buffer and render it again.
09:26 And with a render you can see that the reflection looks much more clean,
09:31 especially when we compare it with the last one.
09:36 Now this comes at a substantial increase in render times.
09:41 The lower your glossiness, the noisier your reflections will be and the higher
09:46 your subdivisions have to become. >> To enable fresnel on your object,
09:52 click on fresnel. This allow you to only see the majority of
09:56 the reflections at a glancing angle. Let's do the same on both the box and the
10:03 ground, (SOUND) and let's go ahead and render.
10:13 With Fornale enabled you can see that a lot of the reflections have.
10:20 Simply gone away. Furnell works by putting reflection into a
10:26 glancing angle, so if we come and take a much more glancing angle at the box, we'll
10:33 be able to see more of a Furnell effect. Go ahead and render this, and you'll see
10:39 that, on the glancing side, that the reflections are returning to the box.
10:45 You can even see it on the insides of some of these carvings from the displacement.
10:50 Back to the material properties, you'll see we've checked off for now for the box
10:54 and, and the floor, enabling that glancing reflection.
10:59 Here you set the traced up, the higher this is the more bounces of reflection you
11:04 will get, but I had a higher render cost. And further down the attribute editor you
11:10 will be able to create refractions much the same way.
11:14 Let's give our wood box a glass feeling by increasing the refraction colour.
11:21 Just like the reflections, the refraction is governed by the refraction color, the
11:27 brightness here, as well as multiplied by its amount.
11:31 So you can feed a ramp or a map into the refraction color and change it by changing
11:39 the amount. Let's go ahead and do a mostly glass
11:43 surface here, and we will take a quick look at our render.
11:48 When the render is done we will see the refraction.
11:52 I've turned the ground into a checkered pattern so that you can see that better,
11:56 and we can see our displacement map still in hold this is a fully refractive color
12:02 with a value of 1 to 4 fraction. This is used independently of the opacity
12:10 map, the opacity map doesn't change that only will create an invisibility for the object.
12:17 If you look in the alpha channel, the alpha channel is still purely white, the
12:22 refraction however is coming through in the RGB.
12:26 With the VRay material, you're able to create a variety of objects, going from a
12:33 nice wood box all the way to a glass box, by just using the attributes found in your
12:40 VRay material.
12:45
Collapse this transcript
The V-Ray Blend material
00:02 In this video, we'll be taking a look at the VRay Blend Material.
00:06 Go ahead and open up the decorative box VRay Blend Scene file, that came with the video.
00:12 And you'll see a scene that looks like this.
00:17 When you render the scene, you'll find a box that is not reflective, nor does it
00:23 have any specular highlights on it. Let's take a look at the box's material in
00:30 the Attribute Editor. You'll see that the reflection color is
00:33 set to black. This is not going to matter at all,
00:37 because the reflection is at black. In this situation, we're going to create a
00:43 VRay Blend Material that will allow us to put a coat on top of the box, that will
00:51 give it a lacquered look. So, first with the material that's on the
00:57 box now, this is what's assigned to the box.
01:00 We can see here, this is the base material on the box.
01:07 In the blender, we're going to middle mouse button drag the base material on over.
01:13 And then, we'll go on ahead and assign the box to the blend.
01:19 Right now, the blend only has the coat material.
01:21 So when you render the scene you'll get the same result as if only the v ray
01:26 material were assigned. As you can see here you'll get the same
01:31 render result. Now we'll need to create one of the coat
01:35 materials that we'll put on here and we'll do that with another v ray material.
01:41 And we'll turn that material completely black, but we'll give it a reflectivity, a
01:47 generous of reflection about there. We'll select the blend material, and then
01:53 middle mouse button drag this new shiny material onto coat material zero.
01:59 We'll turn on Additive mode to make sure that the contribution from the black shiny
02:06 material will add on to the base. We'll go ahead and Render, and you'll
02:14 begin to see in the render that the reflections are being added.
02:19 On to the box without changing the rest of the color of the box in any way shape or form.
02:25 That's because the shiny material that we created was based on a completely black
02:34 color with a reflective surface. Comparing the two renders allows you to
02:39 see the addition of that glossiness from the coat material.
02:43 This is very useful for creating complex surfaces, such as a car paint, where you
02:49 have a base color and you have a clear coat on top of it.
02:53 We don’t want to see reflections in the carving, so we have to map on a hold out
02:59 map for our reflections into the clear coat of our object.
03:04 Especially, because we have no reflection on the base coat it has to go node instead.
03:10 And simply we'll minimize button we'll drag over to the reflection color.
03:15 And we will offset the white color of that map, by bringing down the amount to about
03:22 a half, which is about were it was before. We'll make sure that this is in our
03:28 history, which it is. And then we will render to see the
03:33 reflection hold outs, and how they work in the carvings of the box.
03:37 And you'll immediately see that, we are now holding out all those reflections properly.
03:45 With the render complete, we verify that our reflection map is working great.
03:50 This blend material allows us to have a clear coat that will give us a lot of
03:56 control over the reflection coat that's on.
03:59 And you can stack multiple coats on top of your base with these multiple slots that
04:06 are inside the blend material. Now, here I've created a new VRay Blend
04:12 Material, and a blue and a red material to see how the blend works.
04:17 We'll place the blue as the base and the red as the coat material.
04:22 Now, without additive mode turned on, what you get is a straight blend between the
04:28 two materials that is controlled by the blend amount.
04:32 White makes the coat material predominant, while black makes the blue material predominant.
04:40 Additive mode will only take the highlights from the coat material and add
04:45 them to the blue. You can control the blend amount using a
04:50 map as well. Let's go ahead and assign the box to our
04:54 new blend material, and render the scene. As you can see, the box takes on a purple
05:02 color as a blend of blue and red. However, in the blend material, if we use
05:10 this ramp for example, to control the blend amount, we'll be able to get a much
05:15 different effect with blue on top and red on the bottom, as you can see in this render.
05:23 Of course, top and bottom are completely dependent on the U and the V of the object.
05:30 The UV layout will have a distinct impact on how this box operates with its color.
05:38 This way you can use a map to govern which material shows up where, and how they
05:44 blend together. This gives you the ability to mix
05:48 different materials on the same object and be able to use a map to distinguish which
05:53 material goes where. And you can do this with a number of eight
05:59 coats and one base. Just keep in mind if you're stacking them
06:03 to keep Additive Mode turned off, and to use a separate blend amount map, such as
06:10 this ramp on each of the coat materials with the higher numbered coat being on top
06:18 of the lower numbered coats. In this video, we talked about the VRay
06:24 Blend Material and how you can use it to create multiple materials on the same object.
06:31 And also, on how to create a clear gloss that is more easily controlled on top of
06:37 an matte object.
06:39
Collapse this transcript
The V-Ray Light material
00:00 In this video, we'll be taking a look at the VRay Light Material.
00:06 Now, we have this box set up with a simple VRay material that's set to a blue
00:12 diffused color. If we render this frame, we'll see a blue
00:16 color, but we'll see shading on that blue as well.
00:21 Now, what we'll do is we will create a VRay Light Material, which is found here.
00:30 What this does is it's very similar to Maya's Surface Shader material.
00:35 The Surface Shader, as you may or may not know, gives you a flat color.
00:39 No matter what the lighting is in the scene, we will go ahead and assign the
00:46 light material to the box. And now we're going to assign the same
00:54 blue color to the color of the light material, that is right there.
01:01 Now when we render this box out, put this in the history buffer and Render.
01:09 You'll see that the box itself is a very flat blue color.
01:17 (BLANK_AUDIO) Now when compared in the history to the previous render, you'll see
01:22 that the flat blue has no shading whatsoever.
01:28 No shadowing. It's pure color is what gets output in, in
01:35 the render. Now let's make sure we have that assigned.
01:41 One of the neat things about the Light Shader is that it can also emit light.
01:47 Under direct illumination you'll be able to get a direct illumination coming from
01:52 the blue itself. We'll go ahead and turn this on.
01:56 And we'll leave the color and the multiplier as they are and take a look at
02:01 how different it would be when we have a little bit of that blue emission as a light.
02:08 And you can start to see some of that blue is illuminating the ground around us as well.
02:15 The actual color on the box itself stays flat, which makes it a good shader to use
02:20 for custom matte. And also to get an exact texture out of
02:29 the Render without any sort of shading, shadowing, or lighting involved.
02:34 Go ahead and (SOUND) cancel our render here.
02:37 You can see that there's plenty of blue being cast from that.
02:42 We can increase the color multiplier to add even more light.
02:50 And you'll see on the ground immediately around our object that you'll get much
02:56 more light being cast from that object. And again, the blue itself on the box
03:02 doesn't change at all. That remains a flat surface shader-like quality.
03:10 The higher the multiplier the more light that is being cast into the scene from
03:14 that object. Now, this is a direct light and does not
03:19 need Global Illumination enabled. (SOUND) Let's go ahead and kill that render.
03:27 I'll turn off direct light. However, this time, in my render settings,
03:32 I'll turn on GI to see the contribution that a normal color multiplier of 1 with a
03:41 blue will give, and you can see in the run up here, he had a little bit of a blue
03:48 cast coming from that light with the GI on.
03:52 So the GI is taking into account the intensity of that blue.
03:56 However, to really get it to, to shoot light, you'll want to turn on either the
04:03 direct illumination or the NGI. You may want to turn up the color
04:07 multiplier little bit and that should give you a little bit more like casting in the
04:15 GI solution. And again the blue, regardless, does not
04:22 change at all. That blue always stays the same.
04:29 Now, in this scene we have a couple of lights that are accessible through the Outliner.
04:35 We'll go ahead and delete those lights entirely, so that there's no lighting in
04:43 the scene. (SOUND) And we'll want to make sure that
04:47 our default light in the Viewing tab is actually turned off.
04:51 Under Global options, we'll turn off Default lights, so the scene should be
04:56 completely black. Except for whatever's attached to the
05:01 light material. And indeed everything is black, except for
05:08 the light coming off of the object. If we kill this render and kill the color
05:15 multiplier entirely, we'll have an entirely black scene of course.
05:19 If I turn off the GI (BLANK_AUDIO) make sure there's no direct illumination, but
05:27 keep the color multiplier at 1. I will get a flat blue box.
05:32 Now this is a reflection, on the floor, that's being cast.
05:37 This is not a light being cast. So, simply put, I can turn off the
05:42 reflection off of the floors veering material by killing its reflection color.
05:50 Now we should get a flat blue box. In this video, we took a look at the VRay
05:59 Light Material, and how it can be used to create flat color renderings, as well as
06:05 casting illumination into your scene, whether with GI or with direct lighting.
06:11
Collapse this transcript
The V-Ray Car Paint material
00:02 In this video, we'll be taking a look at VRay's car paint shader.
00:06 In this scene, we have a Ford car set up. We have a Render Settings with GI on with
00:15 a Brute Force on a light cache. And I'm reading a pre-baked out light
00:21 cache to make things a little bit faster. We have our reasonable settings with the
00:26 minimum and the maximum subdivisions. And right now, the car has a regular my
00:34 material on it that has a little bit of reflective and a fennel turned on and that
00:41 gives us a render that looks like this Now to create the car paint shader, you go
00:47 into the Hypershade and you simply click on car paint shader.
00:51 Now the there's a few components of the car paint shader that you should be aware of.
00:55 One of them is the flake parameters. Here you can have a nice Glossy flake
01:02 within your car paint. Part of the layering of the base and the
01:07 reflections and the flakes, makes for a really very convincing shanner.
01:16 Go ahead and select all the parts of the car, and apply them to the default car
01:23 paint, and let's have a render and take a look.
01:31 Now, you can see I've got Distributor Rendering turned on which means I have a
01:36 secondary system, an HP Z220 furnished by HP with a Xeon processor in it will chew
01:44 up Through all these buckets very, very quickly.
01:47 And the secondary system gives me 8 more cores to render on which is quite nice.
01:53 Especially, when you're rendering something like a car.
01:56 The car paint shanner and the amount of lighting and GI.
01:59 that You should be using for a car will make things a little bit slower so we're
02:04 having the extra power from the HP Z220 is really quite helpful.
02:09 And as we start seeing some of the buckets start to complete, you'll see that the
02:18 nice light silver blue is giving some very nice detailed reflections in the fresnel
02:26 from the environment, which is almost always what you want to rely on for a car rendering.
02:32 You want to have a gorgeous environment that gives you lots of nice light play, to
02:38 give you some beautiful contours and really Model the shapes of the car.
02:44 Now, you’ll also start noticing some of these little purple blotches and little
02:50 triangular spots. This is from the default flake, which is
02:54 not quite set, right? With the flakes being too far apart, and
03:00 far too large. Let’s go ahead and wait for the full
03:03 render to finish. And now, with the render completed, we can
03:10 see a lot of these flakes are streaking and not looking so great.
03:15 However, the reflections in the car, if we compare them to the regular VRay material,
03:21 we see a lot more detail and a lot more fresnel effect happening.
03:27 Which gives us a better idea of the clear coat that's on the car.
03:34 The major points on the car paint to look at, would be the flake density and the
03:39 flake size and scale. Right now, the size is quite large so if
03:44 we reduce the size. And increase the density, we'll have a
03:49 better flake distribution across. Now, I've made a pre-made car paint shader.
03:57 We're going to select all of our car geometry pieces and attach them to this shader.
04:06 This has a flake glossiness of point 9. Quite a large flake density.
04:11 A small flake size and a flake scale. The flake map size gives you more detail
04:18 in your flakes. However, the higher you go, the more it
04:23 will cost to render. Now, the Flake Glossiness, you don't want
04:27 to set higher than point nine, as that may create some artifacting.
04:32 And a flake density of zero will create a shader that has no flakes in it whatsoever.
04:38 Giving you a clean car paint without any flakes.
04:44 The flake filtering mode currently set to simple, which averages the flake orientation.
04:51 It's less accurate than the directional filtering, but uses less RAM and it, it's
04:56 a little bit faster to render. Using simple filtering mode may change the
05:01 look of your flakes when the car is looked at from a distance.
05:06 These settings give us a render that looks like this.
05:10 We have some flakes that glisten off of the fresnel, off of the edge.
05:15 We have a beautiful reflection off the back because of the clear coat, which is
05:21 under the coat parameters. The coat strength is the strength of the
05:27 reflections in the coat when you're looking at the car's surface directly
05:33 straight on, meaning surfaces that are facing you will have a stronger reflection
05:39 the higher the strength. For example, with a high coach strength
05:46 will get a lot of reflections. We'll go ahead and take a look at this
05:53 part of the car. As the buckets begin to complete we can
05:59 see a highly undesirable effect where the car is beginning to look like solid chrome.
06:06 This defeats the purpose of the car paint in many ways, because we want the glancing
06:12 angles, the fresnel of the reflections to come up.
06:16 So the coach strength should be usually at a pretty low number.
06:21 We'll go ahead and kill this render and set this back to its default of 0.05.
06:27 You can increase this a little bit to get a little bit more plainer reflections but
06:30 you don't want to go too much higher. The coat glossiness is of course the
06:36 glossiness of the reflection, in the coat. You could go a little bit lower but you
06:42 start loosing the, juicy qualities of the clear coat, in the car.
06:47 We'll go ahead and reduce ours just a little bit here, and we'll give a shot, at
06:54 this location, and see what it looks like. And as the last of the distributed buckets
07:02 begin to complete, you can see that the, the car becomes more of a matte finish,
07:08 more of a satin finish. Which, if you have a satin finish car paint.
07:14 You can achieve by reducing the Coat Glossiness, lets go head and set this back
07:19 up to 1. Those are pretty much the parameters for
07:24 the car paint shader of course, you've got your base color, the amount of reflection
07:29 in your base beneath the coat. This is one way you can get a little bit
07:33 more satin feel as well, with the amount of reflection and its gloss.
07:40 You're going to want the base to be less glossy than the coat to achieve the, the
07:45 nicer look that we had from before. Which is coming up right now.
07:52 Finally, you've got the ability to add a bump to the base, as well as to the coat.
08:00 So, you can have the same matte coming in to create a bump, or you can have
08:05 different mattes to create a different effect.
08:08 In this video, we take a look at view race car paint shader, to see how different
08:14 parameters work to produce a nice beautiful car render.
08:18
Collapse this transcript
V-Ray textures: Dirt for ambient occlusion and edges
00:02 In this video, we'll be taking a lot a couple of VRay textures, namely VRay dirt
00:09 and VRay edges. These two texture nodes require a shader,
00:14 to work propely we create two V Ray materials.
00:21 We can do a light material and I'll also create a regular VRay, so we can take a
00:28 look at both of them. We have a car scene here set up, we'll go
00:34 ahead and start with the VRay dirt this will give you an ambient occlusion, lets
00:40 first put it on the regular VRay material by minimal mouse button dragging it to the
00:46 diffused colour And then assigning the entire car to the material.
00:50 Once we have that aside, we’ll go ahead and render.
01:02 Actually go ahead and give the floor to the dirt material as well.
01:08 I'll do a quick render, here's the car with the car paint shader, and we'll
01:15 render now with the dirt on a regular VRay material.
01:22 And as you can see with this render, I've got a kind of a strange ambient occlusion
01:28 going on here. The issue here is, we put the dirt shader
01:32 on a regular VRay material, so it's reacting to lighting.
01:38 We dont't really want that for an ambient inclusion pass.
01:41 So let's go to the light material and attach the veer raider right to the light.
01:47 And select all the objects that have this material on it.
01:53 And let's go ahead and assign the light material.
01:57 Get this out of the way here and disconnect that.
02:02 Now, you can also put the VRay dirt on a regular Maya surface shader.
02:10 In this case, we'll just put it on the, on the vray light charter and lets take a
02:15 look at a render. Now as you can see, we are sewing through
02:23 the frames pretty quickly. The light material does not react to
02:30 lighting or shadowing. So it gives you a much better ambient
02:34 occlusion pass. Of course we'd want to put any occlusion
02:37 on everything, and indeed, you'll be using the VRay dirt in conjunction with the
02:44 extra texture render element to create your occlusion pass.
02:51 Now let's take a look at how to control V ray dirt.
02:55 We've got radius options, the lower the ratings the tighter the tighter the dark
03:00 areas, and the faster and brighter. The render will be.
03:07 Now I'm going to go ahead and assign everything in the scene to the V ray dirt shader.
03:15 And we'll take a quick look at a render now.
03:19 You can see that the darker areas are much more tight than before, and that's a
03:28 function of the radius by default it's a 10.
03:33 Now let's take a look at the edges texture.
03:38 We'll go had ahead and first put that on the V-Ray material.
03:44 We'll go a head and assign this to the car, and we run the render.
03:56 And as you can see the edges give us a nice wire frame render.
04:02 You saw the wire frame render of the car. Again the edges texture is currently
04:09 connected to a regular vray material. So we have some shading involved with the
04:18 wire frame. The background is still a white dirt, so
04:23 we get a little bit of ambient occlusion look back here lets fill head and put the
04:30 Blu Ray edges inside on the light material.
04:34 We will go ahead and put that on the color, and we'll assign this shader to the
04:44 car now. Let's go ahead and render now with the
04:51 light shader. And we can see that the wire frame is
04:56 taking on a much flatter, wider look, giving you a nice effect when compared
05:05 with the VRay material that has the wire frame edges, and see a more schematic view
05:13 of the car. The attributes of the edge's texture are
05:19 pretty simple. You've got the color of your, your
05:23 wireframe lines as well as the color of your solid fill.
05:28 You can change those any way you wish, and you can set the width of your lines by
05:34 world units or pixels. With this value here, in this video we
05:41 took a look at the V-Ray dirt and the V-Ray edges texture as they can be applied
05:47 to a flat or a shaded shading model
05:52
Collapse this transcript
4. GI Methodology
What is global illumination (GI) in V-Ray?
00:02 In this video we'll be taking a look at what GI is inside V-Ray.
00:08 We have a scene here that is enclosed in a sphere, which has a single light coming
00:14 from the left. With direct lighting where there is no
00:19 global illumination, you get a render that looks like this.
00:25 The shadows in the enclosed areas are very dark and there is no detail seen within
00:31 that black at all. GI, standing for Global Illumination,
00:35 allows you to render a bounce light situation, where rays coming from the
00:42 light source in the scene bounce around in the geometry, giving you a result such as this.
00:49 GI allows you have refractive and reflective caustics giving you a better
00:57 reality of glass and other such materials, as well as giving you the ability to have
01:04 colour bleed along with your materials. What GI allows you to do is to take the
01:13 rays of light coming from your light source or light sources and allows you to
01:19 bounce them inside enclosed areas where the direct rays won't reach.
01:26 These rays, once they bounce off of objects that are already colored, will
01:31 pick up some of that colour and bleed on to more neutral surfaces, in view array GI
01:40 is turned on through the Indirect Illumination tab by simply clicking on the
01:46 object box. There are two different types of bounces
01:51 for GI. The primary bounce calculation, and the
01:54 secondary bounce calculation, and each has a set of different types of GI
02:00 calculations available to them. What types of GI that you choose for
02:07 either of the bounces will depend on the quality you need to achieve, as well as
02:11 the movement and animation inside the scene.
02:14 With a (UNKNOWN) of options and settings GI can represent a little bit of confusion.
02:22 However, in V-Ray, it's actually pretty easy to use.
02:28 With a little bit of practice and trial and error, you'll be using GI effectively
02:33 pretty quickly with V-Ray. So, in this video we took a look at what
02:38 GI is in VRAM /g.
02:43
Collapse this transcript
Primary and secondary bounces
00:02 In this video, we'll be taking a deeper look into global illumination with VRay,
00:08 as far as primary and secondary bounces. We're going to go ahead and open the scene
00:14 file giscene001, that's available to you through this video.
00:18 And taking a look in the scene, we've got a simple geometry setup with a box with a
00:28 little sculpture next to it and a glass cylinder out in front.
00:34 We have a blue wall inside, and a green ceiling inside that box, as well as a red
00:42 backing to our little stepped structure. The whole scene is lit by a single V-Ray
00:49 light that is enclosed inside a sphere which right now is only one sided.
00:56 So we can see into this sphere from the outside since global illumination is all
01:03 about light bouncing we've decided to enclose the entire sphere to allow the
01:09 light to bounce around inside the scene. In the Render Settings dialog, we'll see
01:15 that the indirect illumination tab shows that GI, is by default turned off.
01:22 We are using a 2.2 gamma where don't affect colors is turned on.
01:27 And we are also using The V-Ray vfb as well while it is set to SRGV view mode.
01:35 We'll go ahead with gi turned off. We'll render the camera that is called
01:50 Render Cam, and see what it looks like with only direct lighting involved.
02:00 And as you can see, we have very dark areas where the shadows are.
02:04 Indeed, because of the single light source, there is no direct light reaching
02:09 into our little box, nor into our structure on the side.
02:15 We'll go ahead in the render settings window and turn on GI.
02:21 We will leave reflected and refractive caustics turned off for the moment and
02:27 we'll leave everything to its default. Meaning we have a primary balance of
02:31 irradiance map. However for the secondary bounce, we'll go
02:36 ahead and set that to none to turn off the secondary bounce.
02:40 So with this render we're only getting a primary bounce of light.
02:47 This is the calculation phase that goes through the light from the radiance map.
02:53 And this is our result, you can start to see light bouncing around inside our room
02:58 and inside our structure. Comparing with our previous render, in the
03:05 history, you can start to see how A primary bounce starts filling in some of
03:11 these enclosed areas. This has helped in part by the fact that
03:16 we have and overall dome or sphere that encompasses the entire scene, allowing
03:23 more of the light to be captured throughout the scene.
03:26 Well we can see here, now, adding a secondary balance will increase the
03:34 overall illumination in our scene. So, let's go ahead and set our secondary
03:39 bounce engine to Brute Force. With everything else set to default we'll
03:45 go ahead and rerender This frame. They'll begin to see that there's an
03:52 increase in illumination inside the box as well as inside the enclosure during the
03:57 irradiance map calculation. And as we finish the render and compare it
04:03 with the previous render in our history you can see the secondary bounce has added
04:08 quite a bit of illumination to our scene. Its a matter of fact looking inside the
04:14 box you will see that the secondary bounce has also picked up color bleed coming up
04:21 from green. Ceiling to the side of our wall.
04:24 Now lets go into the render setting and turn on reflective and refractive acoustics.
04:33 So we have primary bounce of radiant map secondary bounce of blue force and both
04:38 types of acoustics turned on rendering will allow us to see a little bit of
04:45 additional light play around where the glass reflective object is showing us a
04:51 reflective acoustic. Seen in the increasing illumination right
04:56 here, as well as a refractive caustics shown right here.
05:03 Comparing the two, before caustics and after caustics shows you also a slightly
05:12 increased level of illumination reflecting from the glass cylinder.
05:17 (SOUND) Different combinations of bounce engines will yield slightly different
05:27 results with different render times. Getting a proper combination will depend
05:35 on the scene itself, the objects in the scene and the animation as far as the
05:40 objects and the camera in this scene. In this video we took a lot at what
05:46 primary and secondary bounces are, inside a VRay, and how to enable them as well as
05:52 reflective and refractive caustics.
05:58
Collapse this transcript
Brute force
00:02 In this video, we will be taking a look at a Brute Force Engine inside of VRay's
00:07 Global Illumination. Go ahead and open GI Scene Engines, my
00:12 file that came with the video, and you'll see a scene set up where we have a sphere
00:19 enclosing the entire scene. We have a single VRay rectangle light, and
00:25 we have a simple setup with a structure next to room with a glass cylinder all set
00:33 on top of a floor. Switch review to the render cam field and
00:39 you will see our composition, in the render settings we have set up, so that we
00:46 are using the VRay VFB and we have set up our color mapping with a 2.2 gamma and
00:53 don't effect colors. When we view the renders in the vfb we
00:57 will make sure that SRGB is enabled. In the Indirect Illumination tab, we have
01:04 GI turned on. We are going to change our Primary Bounce
01:09 from Irradiance Map which is default to Brute Force, and will be turning the
01:15 Secondary Bounce to none. So we will only have a primary Brute Force
01:20 bounce In the VRay VFB we see a non GI render of our scene where we have a lot of
01:29 dark where the direct light is not reaching.
01:31 I'll go ahead and we'll render a primary bounce with brute force turned on.
01:39 We'll see some light seeping into the dark areas.
01:44 Currently and by default, subdivisions are set to eight for the brute force GI under
01:50 the engine specific options, with a depth of three.
01:54 The depth parameter for the brute force GI under the engine specific options has to
01:59 do with the number of times. The brute force calculates bounces.
02:05 This gives us three bounces of light. However, since brute force is the primary
02:12 bounce, it's equivalent to only a single bounce.
02:16 If we increase the depth, let's say to 16, and we render the scene, we get a net
02:22 result of the same exact render. If we compare between a 3 bounce, or a 3
02:32 depth, and a 16 bounce, or a 16 depth render, for the brute force.
02:37 We'll see that there is absolutely no difference between the two renders.
02:42 Again, this is because brute force is set as the primary bounce, and there are no
02:49 bouncers beyond that one bounce. However, if we set our depth down to 2,
02:58 but we enable secondary bounces by setting it to brute force, we will now have a
03:04 secondary bounce for a total of two bounces, all being calculated by the brute
03:11 force algorithm. You can see that inside our box and inside
03:16 our sculpture, we're getting additional illumination against the back walls.
03:24 Doing a quick comparison between the previous single bounce and the current two bounce.
03:30 We see that there is indeed a pretty good difference between the two renders.
03:37 When we have brute force enabled as the secondary bounce we're going to be able to
03:41 increase the number of bounces that go beyond Two.
03:44 If we increase our depth to, let's say eight, we now have eight bounces of brute
03:48 force within our scene. Again, only because that secondary bounces
03:53 is set to brute force. Now we'll go ahead and we'll render a
04:03 depth of eight with brute force. And you can probably start to see a little
04:12 bit of an increase in the illumination in the scene.
04:16 It does take a little bit longer to render, but you can definitely see a
04:22 marked improvement in the overall illumination of this scene.
04:29 When we do a comparison between the single bounce and the eight bounce, or even the
04:37 two bounce against the eight bounce, you definitely see a drastic difference in the
04:42 amount of illumination. However, blindly increasing the depth
04:48 won't get you very far. Let's go ahead and increase to a very
04:53 large number, a depth of 64. And we'll go ahead and render this scene
04:58 and we'll compare it back to the eight bounce.
05:03 You can start to see that there isn't much of a difference going from 8 to 64.
05:10 There is a point of diminishing returns where you're doing unnecessary
05:15 calculations for a depth that will yield you little to no results.
05:22 The biggest results that you'll see in the number of bounces is going from one or two
05:27 bounces up to four or five bounces. Anything really beyond eight or nine
05:33 bounces starts to give you very negligible results.
05:37 Here, we have the 64 depth, and here we have the eight depth.
05:41 And you'll notice, there's really no difference between these two renders.
05:46 So let's go ahead and set our depth back down to eight.
05:49 And we should expect a render that still looks like this.
05:56 However, there is quite a lot of grain and noise in our render and that is tackled by
06:02 the number of sub-divisions under the brute force GI heading.
06:08 If we increase the sub-divisions to 16 from 8, we'll notice a pretty good
06:14 difference especially in the low light noise that you see inside the room of
06:19 course at a cost of render time, with our finish render set to subdivisions of 16
06:28 compared to subdivisions of 8. We see quite a bit of difference in the
06:35 noise, particularly the lighter grain is mitigated much better with subdivisions of 16.
06:44 However, it's still not quite enough, and with this scene, you'll find yourself
06:48 hovering around subdivisions of about 32 We'll go ahead and render 32 subdivisions
06:55 and take a look. Here we have distributed rendering
07:00 enabled, which allows different machines on your network that are set up to
07:05 calculate the frame as it goes. Here we see the primary machine, as well
07:12 as the secondary machine, an HPZ220, churning through the calculations that we
07:18 need for this render. With this render complete you can see as
07:26 we compare to subdivisions of sixteen, the 12 subdivisions has done a much nicer job
07:34 of reducing our noise. However we went from a 26 second render
07:39 with a subdivisions of 8, to one minute 13 with a subdivisions of 16, to over three
07:47 and one half minutes with a subdivisions of 32.
07:50 Brute force GI is the more accurate engine for primary and secondary bounces.
07:58 However, it does take longer to render because of the noise inherent with that calculation.
08:06 Brute force may be used at the primary and/or the secondary bounces combined with
08:14 any of the other engines it may give you a good amount of accuracy, but if you use a
08:23 map such as an irradiance map along with brute force, you will get some accuracy
08:28 and some of the time savings inherent in the irradiance map or light cache engines.
08:35 So a good combination is really what you're looking for, however for pure
08:40 accuracy at the cost of render time, you're going to want to be brute force
08:45 brute force with an appropriate depth and subdivisions In this video, we took a look
08:51 at the brute force GI engine as it applies to the primary and the secondary bounce.
08:58
Collapse this transcript
Light caching
00:02 In this video we will be taking a look at the Light cache GI engine in V-Ray.
00:07 Go ahead and open up the GI Scenes Engine Maya file and you will find this scene set
00:13 up for you with this geometry in this camera angle.
00:17 In the Indirect Illumination tab, GI and Reflective and Refractive caustics are
00:24 already turned on. We're going to set the Secondary Bounces
00:28 to none and we'll set the Primary Bounces to Light cache.
00:33 Now, here is a render of the scene with no GI turned on.
00:38 Now ,let's take a look at a primary bounce of Light cache in the scene.
00:41 We can already see quite a bit of light filling in our box and our structure.
00:49 Now, Light Caches, pretty fast and gives you a good result with the primary bounce.
00:56 If you turn Light Cache on for the secondary bounce as well, and you render
01:01 the scene, you may be surprised to see that there is actually really no
01:06 difference between the two renders. Here is our primary bounce, light cache.
01:11 And here is our primary, and secondary. And there is no difference between the two.
01:19 This means that light cache, as the primary bounce, is also calculating a
01:24 secondary bounce, as well. So, the secondary bounce, even if it's set
01:29 to none, will yield you the same result, as if it had been set on secondary bounce
01:36 as well. Even if we set the secondary bounce to
01:40 something like brute force and give the scene a render, you'll see that there is
01:46 really no difference. The Light Cache is calculating all of the
01:51 bounces in the scene. If we take a look at the Light Cache
01:57 Primary with no Secondary verses the Light Cache Primary and the Brute Force there is
02:03 again, no difference. So, setting the Light Cache as the Primary
02:08 Bounce gets you calculation for all of the bounces available in your scene.
02:14 However, at it's default, everything looks quite blotchy and we don't have a very
02:22 good caustic, refractive or reflective that should be on either end of the glass cylinder.
02:30 Taking a look at the parameters, or the attributes, for Light Cache under the
02:34 Engine Specific options, we'll see first a number of subdivs.
02:42 This is the number one way to control how clean your renders will be.
02:47 The higher the subdivisions, the greater your accuracy will be or render a
02:55 subdivisions of a thousand, as you can see its going to a take little bit longer in
03:01 the Light Cache calculation before it kicks into rendering the full scene.
03:08 The difference between a 500 subdivision, and a 1000 subdivision, is quite noticeable.
03:15 The overall splotches in the background are much better.
03:21 However, there is still quite a bit of noise around the shadowing and the
03:25 caustics around the glass sphere. As well as some of these smaller spaces
03:33 visible inside our stepped structure. The attribute number of passes has to do
03:40 with the number of cpus or cpu cores that you have available on your machine setting
03:47 this number higher than the number of cores you have really won't get you much
03:52 difference in render speed or calculation. You see, we have 8 course available to us
03:58 on this machine, so the number of passes limiting it at 8 is perfectly fine.
04:06 Sample size however, is very important to the quality that you see rendering in the
04:14 small spaces. The smaller these samples size the more
04:19 accurate these areas will be however, the greater number of subdivisions you will need.
04:25 Let's go ahead and set our sample size to half of what it was, I will keep our
04:31 subdivisions at a 1000. We'll render the scene and compare our results.
04:39 You'll see with our finish render here that the splotchiness in these detailed
04:45 small areas has gotten a lot better however, the overall blotchiness of the
04:51 Light Cache map has returned. This is a 0.02 sample size with a thousand
04:58 subdivisions, and this is a 0.01 sample size.
05:02 The sample sizes must be big enough, or there must be more subdivisions i.e., more
05:10 samples, to allow the samples to merge together to give you a clean render.
05:16 So the calculation really needs to come down to how small you need your samples to
05:23 be to give you the accuracy in tight spaces mitigated by the number of samples
05:30 you need to get those samples to get clean together.
05:34 We'll go ahead and double our subdivisions to 2000 and keep our sample size at 0.01
05:42 and render to compare the results. Our render times have increased quite a
05:50 bit if we compare it with a 12 second render with 1000 subdivs with a 0.01.
05:57 Now that we have 2000 subdivs, we've gone from 12 seconds to 40 seconds but we have
06:04 a markedly cleaner and more accurate result.
06:09 While this is still not perfectly accurate it is a pretty acceptable result in a very
06:15 short amount of time. Getting a great accuracy would require you
06:21 to get into an engine such as Brute Force because if you keep decreasing your sample
06:29 size and increasing your subdivisions, you'll end up getting to the same degree
06:35 of render time that you would if you just went with Brute Force.
06:41 We'll go with a smaller sample size 0.008 compared to 0.01 and we'll double our
06:47 subdivs again, we'll render the scene. Now, with the 4,000 sample size, it'll
06:55 take quite a bit longer to calculate the Light Cache, but it'll give us much better
07:02 results at much better accuracy with the decreased sample size.
07:07 But we may start getting into render times that rival Brute Force calculation.
07:15 One of the advantages to using Light Cache over just using Brute Force for everything
07:20 is that it does calculate faster but at a loss of quality.
07:25 Increasing the quality or increase the rendered times however, you are able to
07:31 bake out the Light Cache, meaning you can write the Light map to disc and use it for
07:39 future frames in an animation. There are restrictions to this, however,
07:44 it can be a great time saver and a good quality without having to resort to
07:50 calculating a brute force at every single frame of the animation.
07:56 Here with our finished render, you can see a very nice result coming from the light
08:00 cache compared to what we had before with fewer subdivisions and a slightly larger
08:09 sample size. We have a pretty good quality, especially
08:12 in this shadow area. With a two and a half minute render
08:17 compared to a 40 second render, you can see a good amount of noise has been eradicated.
08:25 And this is still a little bit faster than a Brute Force calculation, resulting in
08:32 more bounces than we would get from Brute Force alone.
08:37 Now looking at some more of the light cache attributes, we're also able to
08:43 pre-filter our result allowing us to merge some of these sample sizes.
08:51 This will get us less accuracy in some of the smaller areas but with much faster
08:58 render times. Let's go ahead and reduce our number of
09:02 subdivisions to 2000 and we will keep our sample sizes at 0.008 but we'll have our
09:11 pre-filter turned on with the samples of 10.
09:15 And then this render, we see that we've picked up quite a bit of time savings
09:23 however compared to a non pre-filtered that had 2,000 subdivisions.
09:30 Compared to a filtered with 2,000 subdivisions, we see that our splotches
09:36 are much, much cleaner than our non pre-filtered at about the same render
09:42 time, but with a nicer, cleaner outcome. However, we do lose a slight bit of
09:51 accuracy in some of the more detailed and tight areas, when we begin to pre-filter
09:59 the Light map. The depth attribute has to do with the
10:03 number of bounces. For example setting the depth to one will
10:08 yield you a result when we render. That is very similar to a single bounce of GI.
10:20 Here, we have a depth of 100 and here we have a depth of 1.
10:24 The time savings is, is pretty substantial.
10:28 However, obviously, you lose a ton of illumination by reducing the depth.
10:34 With a depth of 100, you get essentially quite a lot of bounces with a light cache,
10:39 which is one of Light Cache's strengths. However, it is difficult to mitigate the
10:44 amount of noise you get with a Light Cache.
10:47 Particularly within animated, a moving camera or animated objects because you'll
10:54 have to really decrease the sample size and increase your subdivisions to keep
10:59 your detail and get rid of that blotchiness that happens.
11:04 You can however bake your Light Cache, which is one of the great benefits of
11:09 using Light Cache that will help you, in render times since you don't have to,
11:14 calculate at every single frame. Further down the attributes you'll find,
11:20 mode, which allows you to, go ahead and bake your light cache, to a file that you
11:26 can later use, instead of recalculating it.
11:30 We'll be taking a look at banking light cache in a later video.
11:33 In this video, we took a look at the Light Cache GI engine and how it can be used for
11:41 your primary and also your secondary bounces within your scene.
11:46
Collapse this transcript
Irradiance mapping
00:02 In this video, we'll be taking a look at the Irradiance map engine with VRay's GI.
00:07 Go ahead and open GI_Scene_Engines, my file that came with our videos.
00:14 And you'll see a scene set up like this with renderCam as the primary camera.
00:20 In the render settings, you'll want to go into the Indirect Illumination tab and
00:26 keep your primary bounce at Irradiance map, but go ahead and change the secondary
00:31 bounce to None. So we have a single Irradiance map bounce.
00:36 Now, we'll take a look at a non-GI render of the scene and we'll go ahead and render this.
00:43 We can see that the distributed render is helping with the Irradiance map
00:48 calculation, as we wait for that calculation to be done.
00:52 We'll get a single bounce solution that gives us a lot more illumination in our
00:59 environment when compared with the non GI render that we see here.
01:05 We get light into our box and into our sculpture with a pretty nice amount of detail.
01:13 As a matter of fact, we get a lot better detail out of the Irradiance map than we
01:18 do from a light cache, but not quite as accurate as a brute force.
01:24 Irradiance map is pretty darn close. You may notice that the irradiance map is
01:30 only available as the primary bounce engine and is not available as a secondary bounce.
01:40 If you want to have a secondary bounce, you'll have to use Light cache, Brute
01:45 force, or Photon map to give you additional bounces within your scene.
01:50 The Irradiance map is meant to be a very quick and pretty accurate calculation of
01:56 the primary bounce only. There are quite a lot of controls built
02:02 into the irradiance map, even if it is just a primary balance.
02:06 There's a lot of different ways of controlling it to get the quality that
02:10 you're looking for. Irradiance map is frequently recommended
02:16 for animations and moving objects within your scene as a savings over brute force
02:22 render times. The current presets that you have access
02:28 to range from very low to very high. These presets change the max rate, the
02:35 color, the normal and the distance threshold.
02:41 You can set those numbers yourself by changing your current preset to custom.
02:46 You can see with a very low preset, we have a very small min and max rate.
02:53 And our color and normal threshold are fairly high and our distance threshold is
02:58 fairly low. Switching to a very high preset means that
03:03 the distance threshold turns up, while the color and normal thresholds turn down.
03:08 And our max rate and min rate have also gone up.
03:13 With that logic, you'll be able to set your own custom preset by reducing color
03:20 and normal threshold to gain more quality, increasing distance threshold for more
03:26 quality, and a increasing min and max rate, as well, for a better quality.
03:31 All at the expense of render time. The number of subdivisions also increase
03:38 the amount of rays being cast into the scene for your Irradiance map.
03:44 This does increase render time but it can also greatly effect the quality of the
03:50 Irradiance map, especially when you have animation.
03:54 The interpolation of samples and the interpolation frame, are also very useful
03:59 for mitigating noise from your irradiance map during animation.
04:05 As a matter of fact, most of the noise coming from GI is most readily seen when
04:12 your camera or objects within your scene are moving.
04:15 That's why the Irradiance map has so many different controls to allow you to get a
04:22 clean render. Further on down, you're able to enhance
04:26 some of the details in corners and tight spaces by turning on Enhance Details and
04:31 specifying a radius and a subdivision multiplier, once it fits within that
04:38 radius threshold. And you also have the option of baking out
04:42 your irradiance map in a few different ways to allow you to read irradiance map
04:50 as opposed to calculating it at every frame.
04:54 Let's go ahead and set our current Preset to High and we'll see what happens when we
05:02 increase our subdivisions manually to 100. And we'll go ahead and render the scene.
05:11 The calculations tend to slow down in areas where there is lot of subdivisions
05:15 required, especially around caustic areas. And our result will give us a nice clean
05:23 render when it's finished with minimal increase in the render time.
05:29 So if we take a look at subdivisions of 50, we'll see small difference in quality
05:36 specially in the caustics area (SOUND) with a minimal increase, we went from 15
05:43 seconds to 20 seconds. However, this detail is about the only
05:49 difference in quality that you can see. Right here (SOUND) with our 50 (UNKNOWN)
05:53 we're getting some splotches where with 100 (UNKNOWN) we have a much cleaner location.
06:02 This is especially important with animation and moving cameras and moving
06:07 objects you want to set proper subdivisions to allow those blotches from
06:12 showing up especially with movement. Now by turning enhanced details on, we'll
06:19 be able to increase the level of detail in some of these areas when we render again.
06:27 And in this render, you'll see a minimal difference in the detail, (SOUND) in the
06:34 Caustic areas especially. Where now we have a more accurate caustic
06:41 shape and brightness than we did without the enhance detail turned on.
06:47 However, there is some noise here. We have to increase our overall max
06:53 subdivisions, of course, to get rid of that noise.
06:56 This is a sampling issue and not a irradiance map noise.
07:03 With enhance details turned on, we went from a 20 second render that showed a
07:09 little bit of a soft caustic to a minute and 17 seconds to get a much clearer much
07:16 cleaner Caustic area. In some of the low light areas, we don't
07:22 see that much of a difference in the increased detail.
07:27 So when you have a render that depends more heavily on subtle caustic areas,
07:36 you'll want to use enhanced details to get a better result.
07:42 Now, it's best to use irradiance map with a secondary bounce.
07:47 And for the highest in accuracy, you'll want to do irradiance map primary with a
07:54 brute force secondary. And here in the depth of the Brute force
07:59 GI, you can specify how many bounces you're looking for.
08:02 Let's increase ours to a depth of about 4. And we'll go ahead and we'll turn off
08:09 enhance details. And we'll go ahead and render an
08:13 Irradiance map primary with a brute force secondary.
08:20 You can begin seeing that there's more illumination inside our structure and
08:27 inside our box because of that secondary balance, which is being calculated by
08:31 Brute Force. You can also do an irradiance map primary
08:35 with a light cache secondary to get even more bounces at a low render time.
08:41 However, you need to be careful of the amount of noise which, of course, is set
08:47 through your subdivisions, as well as some of your threshold and min and max settings.
08:55 We have a pretty nice clean render here that only took us about 44 seconds to
09:03 achieve, giving us a much nicer look than the primary bounce, (SOUND) when we add a
09:09 secondary bounce with a brute force. So, again, to recap with the Irradiance
09:16 map, your quality settings are set with your basic parameters.
09:20 With a color and normal threshold, the smaller these numbers, the greater your
09:26 quality, and the longer your render times. The larger your distance threshold the
09:33 greater your quality and the larger your min and max rate again would be the
09:37 greater the quality. In this video we took a look at how to use
09:41 the irradiance map as your primary bounce engine in the VRay GI.
09:50
Collapse this transcript
Popular GI engine combinations
00:02 In this video, we will be taking a look at some of the more popular GI engine
00:06 combinations in V-Ray. Go ahead and open up the GI Scene Engines
00:11 file and we will see our familiar GI set up where we have a good amount of
00:18 secondary bounce needed to illuminate inside our structure and inside our room.
00:26 Let's open up the Render Settings to take a look in the Indirect Illumination tab.
00:30 Currently, we have Irradiance Map and Brute Force set up, which is actually a
00:36 pretty good, pretty fast and quite accurate combination to have.
00:42 We have the Irradiance Map set to a current preset of High.
00:46 And we have the Brute Force secondary bounce subdivisions 8 and a depth of 3.
00:53 Let's go ahead and render this combination.
00:56 And you'll see a pretty fast result that ends up being pretty clean, with a good
01:02 amount of primary and secondary illumination.
01:07 This combination ends up being the closest we can get.
01:11 To a very accurate Brute Force brute force setup, but saving us quite a bit of time
01:19 in that primary bounce by using the Irradiance Map.
01:23 Now, we have a subdivisions of 50 setup, we're going to go ahead and reduce that to
01:30 very low so we can see the kind of noise that you will get from Irradiance Map as
01:36 opposed to the kind of noise you will get from a Brute Force.
01:39 We will go ahead and make sure that this is in our VFB history.
01:46 I'll go ahead and render the reduced number of subdivision for Irradiance map,
01:53 calculates a lot faster, however, you'll start seeing quite a bit of noise from
01:58 that primary. And this sort of blotching that you see is
02:03 indicative of at Irradiance Map noise. You can see these samples have not been
02:11 smoothed out and have not been calculated in a nice clean fashion because there
02:17 simply isn't enough subdivisions for Irradiance Map to make a clean render.
02:23 You can see a little bit of blotchiness in the background as well and this larger
02:31 scale blotch is indicator of Irradiance map.
02:37 Let's go ahead and set our subdivisions to higher.
02:41 Let's go to a 100, except this time, we will take our Brute force subdivisions and
02:47 turn that to 2 so we can see the kind of noise that we get from the Brute Force GI.
02:55 Now, the Irradiance map will take a little bit longer to calculate but will be more
03:02 accurate and more clean and all these blotches that you can see in the
03:06 pre-render calculation of the Irradiance map will get cleaned in the final render.
03:14 And as we can see, our Irradiance map blotches have gone away because of the
03:24 increased subdivisions. However the Brute force noise is visible
03:29 through the tight, almost full grain that we see here.
03:33 So if we compare it with higher subdivisions, we'll see that there is more
03:40 noise, that it's a tighter grain pattern that is coming from the Brute force GI.
03:49 If we increase the subdivisions. Let's go to 24 for subdivisions.
03:55 We'll see less noise that looks like the tight film grain that we see with a low
04:03 subdivisions on Brute force. And as this render completes, you still
04:12 see some noise but this happens to be a factor of the overall sampling that we
04:18 have set pretty low. But with the GI, with a higher
04:23 subdivisions we're going to see a nicer result than we did before, especially in
04:29 some of the darker areas. Now, let's go to a Brute force, Brute
04:34 force so we can see this demonstrated even better.
04:39 Now, we are going to be more accurate then we would be with an Irradiance map.
04:45 However, with such a low subdivisions, our renders are going to be quite grainy, and
04:51 you can see a lot of that grain coming up as we render.
04:55 Now, Brute Force does not require a pre-pass so what you are seeing is the
05:02 final render coming straight through here because we've got a primary and a
05:08 secondary set to brute force. Its subdivision's are super important to
05:14 get nice and clean, the higher they go however, the more it will take to render.
05:21 We'll go ahead and set our subdivisions to 24 and you will immediately see that it
05:27 takes longer. However, these areas, particularly the
05:32 brighter pixels that are popping up with noise, are much more clean with more subdivisions.
05:39 A combination of Brute Force, Brute Force for your primary and your secondary will
05:47 get you the most accurate calculation and result.
05:52 But at the longest render time, because you're having to set your subdivisions
05:57 quite a bit higher to calculate a cleaner result.
06:03 You may also notice that you may have to increase the number of your depth passes
06:08 to get more bounces to get the proper amount of illumination with the Brute
06:14 Force, Brute Force combination. So while this is the more accurate way to
06:20 go, it will cost you dearly in render time by the time you train your subdivs and you
06:26 depth high enough to get the illumination and the quality you are looking for.
06:32 And as the render finishes up, we can see that the GI noise from the Brute Force has
06:39 been greatly mitigated between our subdivs of 2 and subdivs of 24.
06:46 Any sort of grain that you see now is really indicative of overall sample rate
06:51 as opposed to the Brute Force sample rate. Let's take a look at one of my favorite
06:58 combinations which gives us a Brute Force primary with the light cache secondary bounce.
07:06 We will go ahead and make sure this is in our buffer and will go ahead and render
07:11 this new combination. There is a pre-pass with light cache which
07:17 is pretty quick depending on the quality settings then you have for the like cash
07:23 here we are getting a pretty clean render that gives us a secondary bounce with a
07:29 much faster render time then we had with Brute force, Brute force.
07:35 We can even produce our Brute Force subdivisions because we are relying more
07:42 on the light cache for the overall illumination in the scene.
07:45 So here, we have a 31 second render that looks fairly acceptable and we can
07:52 mitigate some of this with the overall sampling.
07:57 But let's go ahead and reduce our subdivisions for the Brute Force to 3.
08:02 And we'll keep everything else the same for right now.
08:07 Make sure this is in our buffer and we'll render it now with less Brute Force subdivisions.
08:15 You'll see that we're starting to get a little bit of noise so we've gone a little
08:19 bit too low. (SOUND) I'll hit Cancel.
08:21 I'll hit Escape to cancel that render and we'll slowly come up on the Brute Force
08:27 subdivisions until we start seeing no noise in the primary.
08:36 Indeed, the kind of noise that you can expect from the brute force is that very
08:40 tight grain. The kind of noise that you will see from
08:45 your light cache will explore right after this render.
08:49 You can see all of this noise really compels us to go to a higher subdivisions,
08:57 more like what we had before. Now, let's take a look at the type of
09:01 noise that you can get from a light cache. We'll reduce our subdivisions from 500 so
09:07 we can force a blotchy render in our light cache.
09:13 You can see the light cache pre-pass went by very, very quickly.
09:17 And as the render finishes up we will be able to compare the lower subdivs that we
09:28 just rendered with the higher subdivs from before.
09:34 Where you can really see that is in the areas that are tight, we can see with our
09:41 higher subdivision level the light cache is able to get into those areas were with
09:46 the lower subdivisions it just can't, giving you bright and dark splotches
09:52 compared to a cleaner render. In addition, you get a much better feeling
09:59 of depth and accuracy with a higher subdivision where the lower subdivision
10:06 tends to blur out a little bit the lighting solution.
10:11 So for a clean render in this case, we'll want to use a pretty good subdivision pass.
10:19 We don't have to get too high, let's go to 800.
10:22 We can reduce our sample size a little bit for better accuracy in these areas.
10:28 Although since the light caches the secondary bounce, these areas are pretty
10:35 much clean because of the Brute Force as a primary.
10:38 So we're not too too worried about our sample size.
10:44 (SOUND) Running this render will give us a nice clean render with a fast turnaround.
10:50 However, the noise that you get, that you start to see in these splotches, in this pre-pass.
10:56 May end up causing a bit of a flicker if you have animation or a moving camera in
11:03 your scene. And indeed if you do get some of the
11:06 dancing splatchyness in your secondary bounce, you'll have to go ahead and
11:13 increase the number of sub divisions in your animation.
11:18 You may also opt to turn on the prefilter which will reduce your accuracy, but give
11:25 you a cleaner animated render. With a stillframe, we have our comparison
11:31 between a lower and a higher subdivisions is pretty good.
11:36 But really, you see that noise when you start animating the most.
11:42 So to recap one of my favorite combinations is using a Brute Force
11:49 primary with a light cash secondary, for more accuracy with less time you may
11:56 choose to do a radiance map with our Brute force secondary.
12:01 And for the upmost inaccuracy but the longest render times, you can do a brute
12:07 force, brute force. You may wish to do some wedge testing,
12:11 meaning you can render several frames with different engine settings to see what sort
12:18 of noise you get your. Animated renders to find the best solution
12:23 for you. Brute force, brute force will require a
12:27 tremendous amount of depth and subdivisions to get a clean, well
12:32 illuminated render. But it's pretty accurate, so if you have
12:37 the render power. You can stand by brute force, brute force.
12:40 To save a little time, Irradiance, Brute Force, and to save a lot of time, you can
12:47 do a Brute Force Light Cache. In this video, we took a look at some of
12:52 the more popular GI engine settings for your renders.
12:57
Collapse this transcript
5. V-Ray Object Properties and Render Layers
What are V-Ray object properties (VROPs)?
00:02 In this video we'll be taking a look at what VRay object properties mean for your scene.
00:08 Here we have a car rendered out, and it has multiple VRay object properties in
00:13 different parts of the car. One of the good things about a VRay object
00:19 property is the ability to give you different object IDs easily that allow you
00:25 to separate parts of the car for easier compositing.
00:29 Here we've created different object IDs based on the different shaders that are
00:35 attached to the car. For example, we have green for the glass,
00:39 with red for the car body paint. Blue for the chrome alloy wheels, and
00:48 green for the chrome trim. This allows us to easily use the matting
00:55 in composite to change the characteristics of the render.
01:01 But object properties are more than just allowing you to have object IDs for your geometry.
01:09 You can have object IDs for groups of objects that allow you to turn on and off
01:16 various render properties, such as whether a set of objects will generate or receive GI.
01:26 Whether those objects are visible in the scene or in reflections or in refractions,
01:33 whether or not they cast shadows. You can create them as matte surfaces,
01:40 which will make those objects render black with even a negative one or a negative
01:46 black alpha contribution, allowing you, again, a greater flexibility in composite.
01:55 All of these settings work with my render layers, so you can set overrides quite easily.
02:04 You can set up object properties on a per object basis, or in groups of objects as
02:10 you see here. We've created an object property here for
02:16 all the roof elements that we need to control.
02:20 (BLANK_AUDIO). With these object properties we've created
02:27 setups for different object ID's to allow us to control the background separately.
02:34 In this video, we took a look at what object properties are in VRay, and we'll
02:40 be taking a look at what they can do in coming videos.
02:47
Collapse this transcript
Creating VROPs
00:02 In this video, we'll be taking a look at VRay object properties.
00:07 We have a simple scene set up here, with a background and several objects that make
00:12 up this oil rig. We have some of the objects lose and in
00:18 top node and a few groups, as well, to differentiate some of the overall pieces.
00:27 The purpose of the V-Ray object properties is to give you a little bit of control and composite.
00:34 To create a property first, you have to describe the geometry that you wish to
00:40 create a property for. For example we will be taking a look at
00:44 creating a separate property for these text.
00:47 I will go ahead and select the top group of those text and then go to Create >
00:54 V-Ray > Object properties. And I will apply a single object property
01:03 to the selection. This adds a new node in the Outliner,
01:09 called a VRay object properties that will show us group one.
01:15 Let's take a look at the attributes for a VRay object property.
01:19 You'll see you'll have a chance to change quite a number of things including setting
01:25 an object ID, which is the first thing we'll do.
01:28 For these objects, we'll set an object ID of one.
01:33 This will override any individual object property on any item In that group,
01:41 including any of these tanks. Our goal in this exercise will be to
01:48 create different colored mats for all the different groups that I've created here
01:52 using object ID's placed on object properties.
01:56 We'll go down the list and create new object properties for each of the groups.
02:04 I'll go ahead and tear this off. We will apply a single object property
02:10 node to the selection again. We'll get a new object property node and
02:16 we will set that object ID to 2. To make things simple, I'll go ahead and
02:23 select the remaining groups. And now, this time I'll apply multiple
02:28 object properties to that selection. This gives me multiple object properties
02:33 that I can put a different object ID for each one.
02:38 We'll go to three and then four and so on. I've gone ahead and created a different
02:47 object ID for each of these (INAUDIBLE) object properties.
02:53 Looks like I missed one. There we go.
02:55 And of course, I'll set one last one for the ground plane that we've got.
03:05 I'll apply a single object property to that one and set an object ID of 11.
03:11 So now each of my V-Ray object properties has a distinct object ID.
03:19 What this ultimately allows me to do is set up render elements using multi-mats to
03:25 allow me to set the ID's to the different RGB channels for each of the mats.
03:33 Gone ahead and set seven, eight, and nine >> 10, 11 and 12, they all correspond to
03:48 the object ID set within these object properties.
03:52 So, when I render this again, I will be able to see more channels created for that image.
04:00 Four of the channels will be the mat images that will have a corresponding red,
04:07 green, blues To the object ID set for the object property.
04:12 And that object property is, of course, set to the different groups that I showed
04:17 you in the outliner. And as this render completes, we'll be
04:22 able to go into the Channels pull-down menu and take a look at each of these mattes.
04:33 The V-Ray object property made it possible, to group a lot of different
04:39 objects into, certain objects ID's, making matting a lot easier to deal with.
04:46 You'll see the alpha channel is completely white.
04:50 Let's go ahead and take a look at one of these object properties for the base.
04:56 Now, the base is in group nine, which has this object property.
05:02 What we can also do for this is turn this into a matte surface and give it a
05:09 negative 1 alpha contribution. Let's put this into our history, by saving it.
05:18 That will save all the different channels as well.
05:20 And I would go ahead and re-render. So we can take a look at the alpha and see
05:26 what the matte surface object property will do.
05:30 And as the render finishes, we can see that the matte surface is black in the RGB
05:42 and because the negative 1 set, becomes black in the off, as well.
05:48 And that is negative 1 of the alpha contribution setup here.
05:53 Going back to RGB color, we can set any number of these to have layer overwrites.
06:04 So if we have created render layers, for example let's go ahead and select the
06:13 entire rig and everything in the scene. And we'll go ahead and create a couple of
06:20 different render layers. You can tell with the object properties
06:26 that we'll be able to set layer overrides. Let's go ahead and turn off shadows for
06:38 parts of the rig. Let's go ahead and take a look at the
06:43 crane objects. These are found in group five, which is
06:51 under the group five VRay object properties, and we'll be able to go ahead
06:56 and let's turn off the GI visibility. So it wont generate or receive GI and lets
07:06 go ahead and turn off Shadows, and Reflections as well.
07:14 Go ahead and render this to see what the VRay object property allows us to do very
07:21 quickly with these cranes. (BLANK_AUDIO) And as the render finishes,
07:28 you can immediately see that the shadows are missing from the crane because we
07:33 simply turned them off. If we take a look at an earlier render, we
07:40 can see quite simply that they are not only not castings shadows (SOUND) but they
07:45 are darker quite a bit as well because they are no longer visible to GI.
07:54 And that was accomplished very quickly by setting attributes in the VRay object properties.
08:02 To remove an object property, let's say we want to remove the object properties
08:10 entirely from our group nine. We can select the object that's in the
08:15 object property and go to Remove Object Properties From Selection.
08:20 Again, that is found under Create > V-Ray > Object properties.
08:24 We'll go ahead and remove it, and that object property node will be deleted.
08:29 And these will return back to normal. Learning to use object properties can
08:35 increase your composite workflow quite considerably.
08:39 The more you render with VRay, the more comfortable you become with it's setup,
08:45 the more you'll come to see that V-Ray object properties will make you look a lot
08:51 easier on the post side of the render. S o in this video we took a look at V-Ray
08:58 object properties and some of the uses they have in your renders when you go to
09:04 composite
09:05
Collapse this transcript
Extra object properties
00:02 In this video we will be talking about some of the extra VRay attributes that you
00:07 can add to your objects. Here we have a simple scene with the
00:11 decorative box and a low poly beach ball rendered out.
00:16 You can see the fastening on the beach ball.
00:19 We can see the displacement map is working quite well on the box, what we're going to
00:26 do is first on the beach ball, we're going to add a new set of V-Ray attributes.
00:34 Those are subdivision, subdivision and displacement quality, but you can also add
00:40 displacement control, rounded edges, your own user attributes, object ID's which is
00:47 great for assigning mattes for later compositing and a fog fade out radius.
00:54 Let's go ahead and add subdivisions And subdivision displacement quality.
01:01 These open up in the Extra VRay Attributes section, of the attribute editor, for the object.
01:07 We're going to render this object, as a subdivision surface, and we'll allow it a
01:12 maximum subdivisions of 256. Which, by default, is pretty big, but
01:18 let's go ahead and put this in the buffer and render out, and see what we get.
01:23 As you can see, as the buckets complete on the ball, that the faceting is
01:29 disappearing from the ball as it's being subdivided at render time.
01:35 Once the ball's finished, we can simply hit Escape to leave this render and stop
01:42 it from completing the frame. And we can see from our history that the
01:50 ball has attained a much smoother shape, though it has lost a little bit in volume.
01:59 For an object like this, you can probably get away with subdivisions of, probably no
02:04 more than eight will give you a very similar result We can also add an object
02:12 ID, which we'll set to one. And then for the floor, we'll add an
02:22 object ID as well. And we'll set that one to two.
02:26 And for the box, we'll create an object ID.
02:31 And set that to three. In the render settings, if I have my
02:39 render elements set up properly with a multi-matte, I'll get a red matte object
02:45 for ID1, ID2 will be green, and ID3 will be blue.
02:50 One of the many useful things about rendering in VRay elements.
02:57 Next we'll add a little bit of subdivision control for our box by going to the V-ray
03:03 Add subdivision and add subdivision and displacement quality.
03:09 Now the box is not a terribly high tessellation.
03:14 Theory is going in and adding tessellation in the areas of the displacement.
03:20 This subdivision can be controlled with these.
03:25 Let's go ahead and set this down to 64 and the edge length will determine the quality
03:36 of the displacement at The cost of render time.
03:40 The lower the edge length, the higher quality the displacement will be.
03:44 Let's go ahead and set that down to 2, and we'll go ahead and render.
03:53 Now that we have the finished render, we'll go ahead and toggle between the two
03:59 different renders to see what adding a subdivision on the box really did for us.
04:05 This is with no subdivision, you can see a little bit of errant specular here and
04:12 there, and a little bit of noise down here.
04:16 When we go to the higher subdivision and edge length you can see that the
04:21 displacements are far tighter and create a smoother geometry outcome in the render.
04:31 In short, the lower your edge length the cleaner your displacements at a higher
04:37 render cost. The higher your max subdivisions the
04:42 smoother your result will be with particularly low poly.
04:46 You shouldn't really need to have very high subdivisions, but it's useful for
04:52 areas that have a lot of displacement. Of course the object ID when setup
04:58 properly with the Multimat will allow you to separate these objects.
05:02 Now, you will notice that the displacement map is working perfectly even in the flat
05:08 blue mat of this object, and these were simply set up with singular object IDs on
05:16 each of the objects. (SOUND) Now since we have a lot of
05:23 displacement on the box, it's still selected.
05:26 We're going to go ahead and add displacement control to the box.
05:31 And we'll get a very nice set of attributes that we can use to control the
05:39 displacement on the box. The first attribute is the displacement amount.
05:45 Let's go ahead and set this at a pretty high number.
05:49 And we'll render this little region to see what it does for our displacements.
05:55 This will control. How deeply the displacement affects the gemoetry.
06:02 And as you can see as the last bit of the distributed rendering buckets disappear,
06:09 that indeed the grooves have gotten much, much deeper.
06:14 Than the original render. We take a look in our history.
06:18 We'll be able to go back and forth and see that we've created a much deeper
06:25 displacement amount. Let's reset that back to one.
06:31 Now with displacement shift, you can globally increase the amount of
06:36 displacement, out, with a positive number, or in, with a negative number.
06:44 Now let's do, just a little bit of a positive number, and render.
06:50 And we'll see that the box got bigger overall.
06:53 The displacement was shifted, raising the number up higher, essentially creating a
07:01 slightly larger box. Let's set that back down to zero.
07:05 You can go negative to create a smaller box, and finally is filtering in the
07:12 texture this will help soften and blur the displacement texture a little bit.
07:19 The value is quite low and this helps mitigate a little bit of noise in your
07:25 displacement map. In this video, we took a look at some of
07:31 the extra attributes that you can add on a per object basis with VRay, including
07:37 Object ID, Subdivision and Subdivision control as well as Displacement control.
07:44
Collapse this transcript
Material IDs vs. object IDs
00:02 In this video we'll be taking a look at object ID's, and material ID's, and how
00:07 they compare. To create an object ID simply select the object.
00:12 And on a shape node, in the Attribute editor, you can create, under Attributes menu.
00:18 Vray Object ID. Once you create that, you'll get a new
00:24 heading called Extra Vray Attributes giving you the Object ID slider.
00:30 You can use the slider or you can manually put in your own number.
00:34 And these numbers can be as high as you need.
00:39 We'll set up with one for the ball. We'll create a object ID for the box and
00:46 set that to two and the floor plane will get an object ID of three.
00:55 This is useful for creating multimats, which allow you to set a red, green and
01:03 blue color to different objects in the scene.
01:06 So, when you render, you have a mask selection that you can use on an object
01:12 basis inside your composite. Now material IDs work much the same way
01:20 except instead of being on an object basis they are on a material basis.
01:28 For the catapult we have a number of different materials.
01:33 Let's just randomly select a few of these objects on the catapult, and graph to see
01:41 their different materials. Let's get all these materials together and
01:46 we can see we've got three different materials to work with.
01:50 Now instead of selecting all of the objects on their own to create individual
01:57 object IDs for these meshes, we can easily set them on the materials.
02:06 So, this material which covers the leather straps at the top of the catapult will
02:13 have an ID of four. To create that, we'll want to go into the
02:20 attributes in the attribute editor for the material and click to create a material ID.
02:27 At the bottom of the Attribute Editor you'll see the familiar Extra V-Ray
02:31 Attributes heading with your Material ID and Multimat ID.
02:37 What you'll be setting is the Multimat ID. That will be set to 4.
02:45 The lighter wood contains all of these objects.
02:49 And that will also get a material ID and that will be set to five, and lastly the
03:00 darker wood, which is attached to these objects, will get its material ID.
03:09 And that will be set to six. Now, in the render settings, when we take
03:17 a look at the render elements tab. We already have one MultiMatte setup, with
03:23 red one, two, and three. We're going to create one more MultiMat by
03:28 adding it, and this multi-mat will be set to four, five and six, to account for the
03:37 material IDs we just created for the catapult.
03:41 However, because we want these to be on the material, we must turn on Use Material IDs.
03:50 Now, we will go ahead and render the scene.
03:56 When the renders complete, we have all the objects in that scene.
04:01 If we go on to the channels field, we can see Multimat.
04:06 Where any object ID that is not 1, 2 or 3 or render black as a black hold out then
04:16 we've got the red, green and the blue corresponding to object ID 1, 2 and 3 if
04:23 we go to multi matte 1, which is the second multimat we set up on the material IDs.
04:30 We see that the three different wood materials have been assigned to red, green
04:35 and blue. Mat ID one, Mat ID two and Mat ID three.
04:42 Just be sure when you set up your multimat to turn on used material id's for the id
04:52 numbers that you need on your materials in this video.
04:57 we took a look at creating object id's as well as creating material id's
05:07
Collapse this transcript
Setting VROP overrides with Maya layers
00:02 In this video, we're going to take a look at VRay object properties, and how to use
00:07 them effectively with Maya render layers. And setting render layer overrides.
00:14 We have a simple scene with a beach ball, a toy catapult.
00:18 A decorative box set on a simple checker table, our goal is to create a render
00:25 layer were we only see the surface of the table with the reflections of the objects
00:32 in it, but we don't want to see the objects themselves.
00:36 So I'm going to select all of the objects in the scene from the top node of the
00:42 catapult, the ball, the box and the flooring, as well as our lights, and I
00:52 will create a new layer and we'll call this floor.
00:57 Only. Now in this layer, I'm going to crate v
01:02 ray object properties for the ball, the box, and the top node of the catapult.
01:10 For this I'll need only a single object property, which I can create through
01:19 create the array. Apply single object property to selection.
01:25 We'll see, here's our object property. Now before I start making any settings to
01:31 this object property, I'm going to go ahead and copy this layer.
01:36 And this will be our full render, meaning we'll render everything together so that
01:44 we get this result. The floor only layer will be the floor,
01:51 with it's reflections, without any of the objects.
01:55 So the floor only in the object properties, I'll open up the Attribute Editor.
02:00 And I will need to turn off the primary visibility for these objects for this
02:06 layer only. Primary visibility, I will right click on
02:11 it and Create Layer Override. Once I do that, I may turn off the primary
02:16 visibility, which allows me to render without those objects appearing in the
02:23 render, but still appearing in the reflections of my scene.
02:27 Go ahead and render, and you can see the render buckets complete that the objects
02:39 are disappearing. However, their shadows and their
02:43 reflections remain on the floor. And as the render completes, you get a
02:51 full clean pass of the floor with reflections and shadows from the objects
02:59 without the objects themselves. If we switch back to the full render,
03:05 you'll see that the VRay object property resets itself back to being on in the
03:13 primary visibility. Again, switching back to the floor only
03:20 we'll turn off Primary Visibility due to the render layer override.
03:25 You can set a render layer override pretty much for any attribute inside the VRay
03:31 object property for any of your render layers.
03:35 This way you can create complex elements for your composite that you can go in and
03:42 control easily. Let's quickly create one more pass or we
03:48 copy the floor only there, and have floor no shadows.
03:56 And then in this case we want a clean render of all the objects in this scene
04:03 but without casting any shadows. We'll go to the attribute editor for the
04:09 VRay object properties and we will remove the layer overwrite for primary visibility.
04:16 So the objects will render, except this time we'll turn off cast shadows after we
04:22 create a render layer override. We do however, want these objects to be a
04:28 matte surface, meaning when they render they will render as black hold out objects.
04:37 I'll create a render layer override and turn on matte surface.
04:41 Now with these settings, these objects under this object property will render
04:47 black in the RGB, but they will still give an alpha of one.
04:53 I'll set a render layer override for the alpha contribution and set that to
04:59 negative one so that there is a black hole within the alpha for these objects as well.
05:05 And I will go and render this new layer quickly, and we can see that our
05:14 foreground objects are all black as hold out mattes and then the, the alpha channel
05:22 will also have those areas black as well. In this video, we took a look at how to
05:29 create V-Ray object properties for objects and how to create render layer overrides
05:36 with Maya's powerful Render Layer system.
05:39
Collapse this transcript
6. V-Ray Render Elements
Creating passes and elements
00:02 In this video we'll be taking a look at creating passes and render elements in v-ray.
00:08 We've a scene setup with multiple objects whether for plane.
00:12 We have a rectangle light, we have a dome light.
00:16 And our render settings are set to be. In two point two gamma with linear
00:24 workflow enabled in each of the texture maps coming into the scene.
00:31 We'll go to our render camera, which will give us our framing, and we'll take a look
00:37 at how to output different layers. Of course, with my, you can output
00:43 different render layers, which makes it terrifically easy to set up whole objects
00:50 with their own VRay render properties that allow you to change and set overrides.
00:57 For example, I can create a VRay object property which allows me access to many of
01:06 the features in the VRay property, including turning things on and off for
01:11 that object. And setting render layer over rides is
01:19 quite easy once you set up render layers themselves.
01:23 So if we go ahead and copy the master layer, and we'll call this ATY for beauty,
01:31 go ahead and turn off the master layer. Copy the beauty layer, and we'll call this
01:37 Wagon Pass, I should say Wagon Less Pass, we'll want to turn off the wagon in this layer.
01:42 So simply we'll go to the VRay object properties assigned to the wagon, and in
01:47 the attribute editor turn off its primary visibility after we set a render layer
01:56 override on it. Now when we render this we'll be able to
02:02 output different render layers which will turn off the wagon.
02:08 Now render elements within VRay give you access to the different components that
02:13 make up the beauty render of your scene. Here we're taking a look at Spot 3D.com
02:20 and its valuable VRay resource. You can see the different types of
02:25 elements that can output, and all of these elements come together to form the beauty
02:30 pass, the RGB beauty. Let's go ahead and switch to our Beauty
02:35 Render layer and bring open the Render Settings dialogue.
02:39 And here, we'll make sure we're on VRay. We'll switch over to the render elements.
02:46 Here we have an entire assortment of different elements that we can render.
02:51 For instance, I am looking for diffuse, and I will double click on the elements
02:58 that I wish to have. Let's say for example I have added
03:05 acoustics but I don't need acoustics anymore.
03:07 I can click Remove to remove that render element.
03:11 Clicking on any other render elements will give you access to their attributes in the
03:16 attribute editor, which is very useful for elements such as Z depth.
03:20 With Z depth you have a few attributes that you can run to allow you to set the
03:28 depth of your scene. Since we don't have a very deep scene,
03:33 let's go ahead and set ours to 100. Go ahead and add a few of the raw passes
03:40 such as Raw GI, Raw Light, and Raw Shadow. We'll look at Raw Reflection as well.
03:48 Now I'll want to make sure that we are using the V-Ray VFB, because that will
03:52 give us access to the elements that we render.
03:58 Once I do a render, the scene looks like this.
04:03 I have not enabled any of the render elements, we will go ahead and render the
04:07 scene and we'll see our distributed render buckets start take hold.
04:12 After a few seconds, and as our render is continuing, we're actually able to go in
04:19 and take a look any of the render elements as they're going on.
04:22 For example, the diffuse pass which gives you a flat for all of the objects in the scene.
04:31 Reflection gives you a reflection pass that is multiplied against the diffuse
04:36 color which means that the reflections are somewhat mitigated.
04:40 Refraction, there is none in the scene, so it'll be all black.
04:46 Here's the shadow pass to give you all the shadows, specular pass to show you all the
04:52 specular highlights in the scene. Take a look at the lighting pass.
04:57 This gives you a lit version, taking into account all of the lights in the scene.
05:03 GI pass, there is no GI in the scene so that will be all black, the ZDepth pass of
05:10 course will give you depth and the raw GI is black.
05:18 The raw light will be just a pure lighting pass, raw shadow will be a pure shadow
05:26 pass that gives you shadows in white against black.
05:30 Where there is no shadow and raw reflection will give you an unmitigated
05:36 reflection pass that is not multiplied by the diffuse of the scene.
05:42 All of these elements will be composited together by VRay to give you the final beauty.
05:48 However, having these elements will allow you to control them yourself in creating
05:54 your own composite. In this video we talked about how to
06:00 create, Render Elements, within V Ray by using the Render Settings dialog, and
06:07 using the Render Elements tab. We also briefly spoke about how to output,
06:13 Maya Render layers, and how to set overrides when dealing with theory object properties.
06:19
Collapse this transcript
Diffuse, reflection, and refraction
00:02 In this video, we'll be taking a look at the render elements in V-Ray for diffuse,
00:07 reflection and refraction. I've added a sphere to our scene.
00:12 And we'll be adding this V-Ray material to it.
00:17 And, of course, to make it refractive, I'll add a refractive color to make it
00:21 very glass-like. And in the Render settings, I'll be adding
00:27 a Raw Refraction pass, as well as a Regular Refraction pass so we can see the
00:34 difference between the two. Now, we already have a raw reflection, as
00:40 well as a regular reflection. And of course, a Diffuse pass already
00:46 built into our list of elements. We'll go ahead and render into the V-Ray
00:53 frame buffer. And you can see all of the distributed
00:58 nodes kicking off. Extra nodes provided with the HP Z220.
01:04 Quite a hefty machine. Seems to be tearing through the buckets
01:08 pretty fast. We've also turned on GI, and this is the
01:12 GI calculation taking place right now. And as the frame begins to render off of
01:20 the GI pass, we can see that our glass ball, is indeed quite refractive.
01:28 And here is our final frame we can see a very nice refractive glass along with the
01:35 prerequisite elements that we set up in the Render settings, we can access them
01:40 right through here. And we've got our raw light, our raw
01:46 shadow but more effectively, we will take a look at our raw reflection and we will
01:52 take a look at our raw refraction which is the ball, and we will take a look at the
01:59 regular refraction. And there's not much difference between
02:07 the raw refraction and the refraction itself.
02:13 But, if we take a look at the raw reflection, you'll see there's no
02:20 reflection on this glass ball. We'll go ahead and add that in a moment.
02:24 But we've got a very strong reflection, on all of these objects.
02:29 If we look at the regular reflection, element, you'll see that a lot of that is mitigated.
02:36 Meaning that the surface isn't 100% reflective, like it is in the raw reflection.
02:44 The idea is we have to take the raw reflection and multiply that in composite
02:50 to get the regular surface reflection. And we need to multiply that with an
02:55 element called the Reflection filter. We'll go ahead and add that, and also on
03:01 the glass ball, we'll select it's material and we'll make it a little bit more fun by
03:08 adding some reflection to it and also turning it into a green beer bottle glass
03:14 by adding some color to the fog color, giving the glass just a little bit of a color.
03:24 Let's turn down the refraction ever so slightly and we'll go head and render into
03:33 the V-Ray frame buffer and take a look at how these passes come out.
03:40 And as our render finishes, we can see a little bit of that green in our new glass
03:47 and a little bit of fog. As a matter of fact our raw refraction and
03:53 our refraction which are the same are a little bit green and foggy.
04:02 Taking a look at the reflection. We have the multiplied reflection.
04:09 Let's take a look at the raw reflection, see it's much brighter and what's
04:14 happening is the raw reflection is being multiplied by the reflection filter, and
04:22 this winds up being an alpha channel of sorts.
04:26 Acting on the raw reflection to give you the surface reflections for your scene.
04:35 Let's go ahead and take a look at this After Effects.
04:41 Here we have all of our passes output, we'll import our reflection and refraction
04:47 passes along with the diffuse into After Effects.
04:52 Now, taking a look at the beauty pass in After Effects you notice that it seems a
04:57 lot darker than what we rendered before, which is seen here.
05:02 But keep in mind we're in linear space, which means we are looking at this in
05:08 linear, so we have to convert to SRGB to get a proper view.
05:14 So we have to put a gamma correction on our frames.
05:19 And since I've rendered 16 bit tiff, that is quite easy by adding an Exposure Effect
05:26 found in Color Correction found in After Effects.
05:29 And setting the Gamma Correction to 2.2. This will give us exactly.
05:35 The frame that we see in sRGB mode through V-Ray and Maya in After Effects once we
05:44 have that exposure we need to add it to all the other layers, with that 2.20
05:54 copied and pasted Exposure so that we can see them.
05:58 Now we'll take a look at the diffuse pass first.
06:04 That gives us flat colors. You can add on top of this to create your beauty.
06:11 And the first thing you want to do is you want to multiply by.
06:16 The raw light. So I'm going to take the Diffuse, and put
06:19 it below the Raw light. And I will change Raw light to a Multiply.
06:26 (SOUND) This way, this gives us something very similar to our lighting pass, which
06:34 is the first step in going back to our beauty with our comp.
06:40 This of course is a larger topic that we'll discuss in a later video.
06:45 Now similarly, we'll do this with our reflection passes as well.
06:53 Now here I have the reflection pass which is quite dark, but keep in mind you have
06:59 to add your gamma. Since you're rendering in linear.
07:05 And now that's the reflection pass that we've seen in the V-Ray buffer.
07:09 We'll have to make sure to copy and paste the gamma correction to the others as well.
07:20 Take a look at the Reflection filter. This will act as an alpha channel of
07:24 sorts, that must be multiplied on top of the raw reflection to give you the surface
07:30 reflection, which is indicated by this pass.
07:35 So we'll set the transfer mode to multiply.
07:39 And this gives us basically the same as our reflective pass.
07:45 Now, what is the purpose of rendering a Raw reflection as well as a reflection
07:51 filter if your reflection element contains what you need for resurface reflections
07:59 anyway and this may be answered by the needs of your job.
08:04 If you find that you'll need ultimate control over your reflection passes,
08:09 you'll want to break out your reflection into the filter and the raw reflection to
08:14 have the utmost in control over your reflection.
08:18 However, if you don't need that much control over your reflection a simple
08:24 reflection element will suffice. In this video we took a look at creating
08:30 and using the Diffuse pass as well as different reflection passes including the
08:36 Raw reflection and the Regular reflection. As well as the Reflection filter, we took
08:43 a look at the refraction passes as well.
08:46
Collapse this transcript
Lighting and GI
00:02 In this video we'll be taking a look at the different lighting passes as well as
00:07 the GI pass coming out of VRay. These elements are set up through the
00:14 render settings, are found here is GI, here is lighting as well as some of the
00:20 raw settings if you want extra control. You'll be able to find the raw GI and the
00:26 raw light passes. We've already rendered, and of course, we
00:32 can see the GI and the raw GI are really quite different in composite.
00:41 Using After Effects, we've brought in the diffuse pass, and of course, we've added
00:47 an exposure node to give us a gamma of 2.2.
00:51 We'll be adding a raw light on top by using a multiply.
01:00 This also has the exposure node for 2.2 gamma.
01:04 The raw light multiplies on top of the diffuse to give you the lighting pass.
01:10 So you can see here, they're pretty much similar, except for maybe some of these
01:14 mat lines. And you can see that the overall
01:18 luminance, the overall brightness of the renders, are the same once you multiply
01:24 the raw light over the diffuse. The GI adds on top of this result to give
01:31 you something close to the beauty. Here is the beauty with all the
01:37 spectacular reflections and refractions, then what we are doing with the GI are
01:42 adding the GI of top light and diffuse, except this time there is no gamma
01:48 correction necessary on the GI pass, a simple addition brings up our value.
01:54 We turn both of these off. We'll see that the GI is dark, and that's
01:59 quite okay because it's only adding a little bit to the final result.
02:04 If we go to our beauty past, we can see that our color, our brightness and
02:11 luminance is exactly where we want it. Again, we have the diffuse multiplied by
02:19 the raw light with an addition of the GI without an exposure, without the gamma
02:26 correction, will give us the color and the brightness without of course the
02:33 refractions, reflections, and the speculum.
02:37 The question is why bother with a raw light and a diffuse light if you are
02:43 getting everything out of the lighting pass?
02:47 Well again this is purely for extra control, we can easily get closer to the
02:53 beauty by using just the lighting and the GI passes by themselves.
02:58 Here we'll go ahead and get rid of, turn off the raw light and the diffuse, and
03:03 bring our lighting under our GI. Once we turn on the lighting, we have the
03:10 lighting pass with the GI added on top. The lighting pass does have an exposure,
03:18 Gamma correction of 2.2, the GI does not. The GI adds on top of the lighting pass
03:25 and gets you the brightness and color and luminance of your beauty without the
03:33 specular reflections and refractions. Those you would add to return your comp
03:40 back to beauty. In this video, we took a look at how to
03:45 take the diffuse pass and add your raw lighting to create your lighting pass, and
03:51 also to add your GI to create almost your beauty pass without your spec, reflection,
03:59 and refraction.
04:03
Collapse this transcript
Shadows
00:02 In this video we'll be taking a look at some of the shadow elements coming out of V-Ray.
00:09 We can see the diffuse pass for a render here, and we'll take a look at the raw
00:15 light pass. Baking into these passes for lighting and
00:21 V-Ray is the shadow it is calculated within the lighting pass so it is not a
00:29 separate pass. When you take the raw light and you
00:34 multiply it on top of the diffuse, you get your lighting which is pretty much the
00:41 lighting pass. Let's go ahead and leave the raw light and
00:45 the diffuse out of it, and we'll start right here with the lighting.
00:49 Of course we have the 2.2 gamma conversion on all of these as well.
00:56 We'll ad the GI pass for the little bump and light that we get.
01:01 Here's the beauty turning on and off. Obviously, this has reflection, refraction
01:06 and specular added on to it, but the luminance and brightness of the scene is
01:13 within our total lighting. The shadow pass generated out of the array
01:20 looks like this, which looks like an inverted shadow.
01:24 It may seem a little strange, but if you take that shadow pass and you put it on as
01:31 a screen operation, you're effectively erasing the shadows out of your total
01:38 lighting pass. You can see here, I'm taking the shadow
01:43 out by screening the shadow pass on top. This allows you to set the relative
01:51 opacity of that shadow layer to let you control how much shadow's in your scene.
01:58 With no shadow pass screen on top, we're back to our total lighting, but I can
02:06 slowly increase the amount of opacity of that pass to lighten my shadows in the
02:13 scene to the point where I can remove them entirely.
02:21 The raw shadow pass looks like this. It's a black and white version of the
02:28 regular shadow pass that we just saw but it's not mitigated by any color.
02:36 If you choose to take the shadow and screen it to remove your shadows, you can
02:43 add the raw shadow as a multiply, and you'll get this weird effect.
02:50 What you have to do first with the raw shadow is invert using the invert in after effects.
03:00 By inverting it, you're effectively taking it to white on black as we can see here.
03:06 Here's the original. Here's an inverted.
03:11 Now we can take that pass and multiply it on top of our total lighting to give us
03:18 our own shadows which through opacity you can again control.
03:23 This however is devoid of any color that you once saw.
03:30 In the regular shadow pass, leaving the shadow pass off you can add the raw shadow
03:39 on top of your existing lighting pass and any amount to make your shadows denser.
03:51 These passes are found in the render settings under the elements tab.
03:56 In matte shadow we have raw shadow and we have regular shadow.
04:04 All three of which have been added to our current render where we can see shadow,
04:10 and raw shadow. Now the matte shadow is a harsher version
04:23 of the raw shadow, and can be used as a matte, illuminance matte, to control the
04:30 density of your shadow. Or it can serve as a denser version in
04:37 composite of the raw shadow pass that we're currently using to multiply on top
04:42 of our lighting to make our shadows more dense.
04:47 In this video we took a look at the different types of shadow passes that are
04:52 being output and the sort of work you can do with them to change how your shadows
04:59 are in your scene.
05:01
Collapse this transcript
Ambient occlusion
00:02 In this video, we'll be taking a look at creating an Ambient Occlusion pass for our scene.
00:07 Now, you may have noticed in the Elements tab in the Render settings, there is no
00:14 Ambient Occlusion element that you can choose.
00:19 You'll have to go through the Extra Tex element, which will give you these attributes.
00:27 It'll allow you to attach a single texture node that will take the entire render and
00:36 assign itself to all the objects in the scene as a pass-through texture.
00:42 This would be similar to taking a surface shader and assigning it to everything in
00:46 the scene and rendering that. Now, for an Ambient Occlusion, you'll want
00:52 to use the V-Ray dirt shader which is found Right here, V-Ray Dirt and this Dirt
01:05 map will essentially give you an Ambient Occlusion.
01:12 You don't have to assign it to anything, you don't have to put it on a surface
01:16 shader and create a render layer override. The Extra Texture element will take care
01:22 of it for you once you connect it. So we'll select the extra text in the
01:28 render settings and we will middle mouse button, drag the V-Ray Dirt over to the
01:34 texture attribute for the Extra Text element.
01:38 You'll want to put in a file name suffix, for example A, O, or N bach.
01:47 To add that to the file name of the resulting render, or channel.
01:53 It just makes it a little bit easier then saying V-Ray Dirt.
01:57 You can also see N bach which will let you know that's the pass that you've got.
02:05 Make sure you turn on, or keep on, consider for anti-aliasing.
02:08 Otherwise, the texture that you've assigned to this render will not anti-alias.
02:17 Let's take a look at a render at the default setting for that Dirt shader.
02:23 As the render begins after the GI calculation you will be able to go in and
02:29 select the extra text there it Ambocc V-Ray Dirt begin to see your Ambient
02:36 Occlusion render start to take shape. What's good about this process is that any
02:43 displacements such as you can see on this box that is about to finish, are actually
02:50 held intact. And as the render finishes you can see
02:58 some great detail in the crevices and some of the cracks and gaps in the models that
03:05 will add a nice sense of contact and density to your composition.
03:15 You would use this pass in conjuction with the Alpha Channel as a multiplier on top
03:21 of your comp. Let's take a look at that in After Effects.
03:28 Now, here we have the V-Ray Dirt, the Ambient Occlusion pass in After Effects.
03:34 I'm going to go ahead and add a, an exposure so I can correct the gamma
03:39 correction to 2.2 to lighten up the density of that Ambient Occlusion.
03:52 We'll go head and set this to a multiply operation and we can see an added density
03:59 to our scene. Maybe a little bit too much, you'll want
04:04 to back off on the Ambient Occlusion a little bit, perhaps around 40 percent will
04:09 just add a little bit more contact in some of these areas.
04:15 Now overall, the ambient inclusion will give you great bits of detail and density
04:28 And this is multiplied directly on top of the Beauty render.
04:32 And it gives it a little bit more weight, particularly in these areas.
04:38 Now, you may notice a little bit of a fringing.
04:44 That's because if we turn all the way up, you can see some fringing, that's because
04:51 of the Alpha channel. And what I will do is I will use the Alpha
04:55 Channel, which looks like this and I will go ahead and cut the Ambient Occlusion
05:02 with the luminance or the Alpha from the Alpha Channel and that'll help mitigate
05:09 some of those fringes. Lets take a full look at the Ambient
05:17 Occlusion pass. And let's take a look at how to get,
05:23 overall the render to be much brighter and only have a little bit of contact at the
05:31 smallest areas and crevices. To do that, we'll go ahead and go back
05:37 into Maya and we'll need to select the V-Ray Dirt, and take a look at its attributes.
05:47 The number one way to control it is, of course, by adjusting the color.
05:54 So that your densities may not need to be so dark, we can always add your own tinge
06:02 of color to it. To control the tightness or the travel of
06:08 the darkness, you'll want to increase or decrease your radius.
06:13 We're at a default radius of 10, we'll change that to 1.
06:16 We'll go ahead and we will save this frame into our Render History buffer.
06:24 There it is. And then we'll go ahead and re-render with
06:30 a radius of 1. You can start to see that only the contact
06:39 areas and some of the closest and smallest gaps are being shown with the Ambient
06:46 Occlusion where everything else is turning to a flat white.
06:52 This will create an Ambient Occlusion pass that will be more of a Contact Shadow
06:58 pass, more than anything, and also a Fine Detail pass.
07:02 Once this finishes, we'll go ahead and put it into After Effects, and take a look at
07:08 the difference between these two. Here in After Effects we'll go ahead and
07:13 put the, the new ambient inclusion on here.
07:16 We'll go ahead and add our 2.2 gamma correction to lighten it up a little bit.
07:23 And we can take a quick look at how this pass.
07:29 We'll multiply on top of our beauty. And again, you'll want to take your alpha
07:38 and cut the V-Ray Dirt. This gives us a more specific contact pass.
07:51 For our objects without darkening any of the surfaces that may not need the
07:57 darkening from the larger radius that we created earlier.
08:02 The difference between the two passes, you can see right here, quite evident.
08:10 You can easily stack them if you desire to make more of a dense contact, but you
08:17 still want the gradual fall off of a larger radius.
08:20 You can go ahead and stack that on top. In this video we took a look at how the
08:27 V-Ray Ambient Occlusion is created by using the extra-text element alongside the
08:36 V-Ray Dirt shader.
08:39
Collapse this transcript
The Multi Matte render element
00:00 In this video, we'll be taking a look at how to add multi-mattes to our VRay Render.
00:07 What a multi-matte will allow me to do is to take any of my geometry, and allow me
00:14 control over that geometry in composite, by giving me a matte that will keep each
00:21 piece as a red, a green, or a blue matte. To do so, I will first need to make sure
00:30 that my object has an Object ID. Which is an attribute that can be added
00:37 through the Objects Attribute Editor. Here, I've already created an Object ID,
00:42 you can see that it's already checked on. And if I take a look in the Shapes
00:47 Attribute Editor, I'll see there's an extra VRray attributes and roll out.
00:53 And in here is an Object ID slider that has the object id of of the beach fall set
00:59 to 1. Take a look at the top node of our
01:04 catapult here, and we'll see that there is also an object ID, this one's set to 6.
01:13 Indeed, all of the objects in the scene have an object ID, except for the glass
01:20 ball that we've created. We'll go ahead and set up that Object ID.
01:28 Now, all the other objects have object id's of 1 through 6.
01:35 So, we will add object ID for the ball, for the glass ball to be 7.
01:44 Multi-mattes can be set up through Object IDs as we're doing now.
01:48 But they can also be set up through material IDs.
01:53 Whichever way you choose to work, either way, that is just the first step by
01:58 setting the IDs. The next step, is to go into the Render
02:03 settings and to create a multi-matte render element in the Render Elements tab.
02:12 I double click, I will get a multi-matte and in the attributes for the multi-matte
02:20 I want to set my ID numbers for my seven different objects.
02:28 Object ID 1, will render red, object 2 green, object 3 blue in this multi-matte element.
02:39 We have more than three, so we'll have to create more than one multi matte, go ahead
02:45 and set up the second multi matte so this start with 4, we'll go to 5 Will go to six.
02:52 And lastly we'll setup one more multi-map that will be for the glass ball which is
03:00 object ID seven. If you are using material IDs instead of
03:07 object IDs make sure you turn on "use material IDs".
03:12 In the multimatte element itself. Since we're only using Object IDs, we
03:16 don't have to use that check box. Let's go ahead and render our scene with
03:25 the new multimattes added to our elements. And as our frame finishes, we will be able
03:35 to go into our elements list and see that we have three multi-mattes set up for all
03:46 seven of our objects. And you'll notice when an object ID is not
03:53 assigned to a red, green, or blue channel, it will become a black hold out.
04:02 This way you can control your objects pretty easily in composite.
04:09 In AfterEffects, for example, you can use the multi mattes to control let's say the
04:13 color of the beach ball. This would be the red channel in the first
04:19 multi matte. I'll go ahead and pull the first multi
04:23 matte in and we will Go ahead, and turn it off.
04:29 I'm going to make a copy of my beauty render, here.
04:33 And I'm going to isolate the ball, by using the Set Matte effect.
04:43 What the set matte effect will allow me to do is to set the alpha, for that layer to
04:51 be whatever channel from whatever layer we need.
04:56 So, we'll go ahead and we'll take map from layer multi-matte, and we'll set that to
05:03 be the red channel. So now here I can go in and add any sort
05:09 of effect. Let's just do a simple color level.
05:14 Or I can begin to change the brightness, and density of the ball, and the contrast
05:26 levels very easily without affecting the rest of the scene.
05:32 Let's go ahead and take a look at lightening up the little toy catapult,
05:38 which will be the blue channel in multi matte one.
05:43 Let's go ahead and make another copy of our beauty layer, and bring in multi-matte
05:51 one that is blue. We will go ahead and turn it off and we
05:56 will go into our new copy, and again add in a set matte effect we will select
06:08 ultimate 1, and we will want the blue channel.
06:18 Now, we can go in and add our effect, let's do a color correction with another levels.
06:26 And here, we can brighten up the overall the catapult by itself.
06:34 Having used the blue channel from the multi-matte that is output through Maya.
06:43 Using fusion or nuke, you can use these multi-mattes quite effectively as well, in
06:50 a very similar fashion as we just did in After Effects.
06:55 In this video, we took at how to create multi-mattes to create different mattes
07:02 for the different objects in our scene.
07:05
Collapse this transcript
7. Rendering and Optimizing
Cameras
00:02 In this video we'll be taking a look at Maya cameras and Vray.
00:07 We have a scene set up here with a 22mm lens on a regular Maya camera, which gives
00:13 us a result like this. Now the sampling is fairly low, set up in
00:18 the render settings. But in the render settings under the VRay
00:23 tab, there's a heading called Camera. Here you can change the type of camera
00:29 that we've got set up. Now this is not to be confused with the
00:34 VRay physical Camera, which we are not covering in this video.
00:38 We're just dealing with the regular Maya camera, not the VRay physical.
00:44 However, in the render settings, you can change the camera type and there's quite a
00:50 few listed here. For example, switching it to a spherical
00:54 camera will yield a warped result because the lens elements in the camera are spherical.
01:04 Now, if we change to a cylindrical type camera we get this result, a box is
01:13 actually very interesting because it basically unwraps the scene into a Layout
01:20 of six different cameras, that gives you an orthogonal view, of each side of your scene.
01:27 This is excellent for baking out, irradiance maps, for example, that give
01:32 you, the entire scene, in one camera, which you can then use to read into your
01:39 GI solution, using a regular camera to do the actual render at that point.
01:47 We've got a fish eye, which gives you this result.
01:52 Which essentially takes the entire scene and projects it onto a fully reflective
01:58 chrome ball. And that's the result you get with the
02:01 fish eye. With an orthogona,l we get tiny tiny
02:06 render like that and the pinhole camera ends up pretty much being the same as your
02:14 standard camera, take a look between the pinhole render and the standard render.
02:20 There is really no difference. Matter of fact these standard camera is
02:24 really a pin hole. Also in the camera settings and the render
02:29 globals we have depth of field which allows you to render with depth of field.
02:36 Here you set your focus distance to see how far you can focus into the scene.
02:43 The aperture size, is the size of the pin hole in the camera, that opens up when you
02:50 expose your picture. So we'll set our focus distance to
02:55 somewhere around 12. Matter of fact, if you take a look in one
03:01 of your perspective, notice you can create a distance tool from about where your
03:10 camera's going to be, to about where you want your focal distance to be at about a
03:17 reading of 12. So let's go ahead and put that in.
03:22 We got that already set, and we'll go ahead and render and the result of this
03:30 render gives you a very small depth of focus here.
03:35 With a whole lot of blur leading up to that distance of about 12.
03:42 With our depth of field only showing a little bit of focus in our scene, what we
03:48 can do is reduce the size of the aperture. So let's from an aperture of 5 to an
03:55 aperture of 2. And we'll go ahead and render this result
03:59 to see what the depth of field becomes. We should see a little bit more of the
04:04 center of the scene. And indeed with the final render that we
04:10 see here, compared to an aperture of 5, an aperture of 2 gives you more of the scene
04:18 in focus than the larger aperture. Of course, you want to play with your
04:24 focal distance and your aperture together to get the right amount of depth of field
04:29 from your camera. And the blurrier that your depth of field
04:34 gets the higher your sample settings have to go for your min and max to get you a
04:40 nice clean render. Depth of field is quite nice when rendered
04:45 in camera. It looks great, however your subdivisions
04:47 do have to go quite high. It's preferable if you can to generate a z
04:53 depth pass and use a post lens blur effect.
04:57 However, quite honestly, the depth of the field from the V-Ray render will look
05:04 nicer than opposed blur if you've got the time to spare in your renders.
05:10 Now, also in the camera attributes under the V-Ray tab, you are able to turn on
05:16 your motion blur. And here you've got a number of settings
05:21 to increase your motion blur by increasing the duration or decreasing the amount of
05:26 blur by setting the duration to the number of frames you want to blur by.
05:33 When you have objects that are spinning in frame, you'll need to turn up your
05:38 geometry samples to get a nice, smooth blur.
05:44 For instance, in this scene we have a little bit of animation on the catapult's
05:49 arm, as it deforms down. With motion blur, we'll want to get a good
05:55 smooth (SOUND) blur. Let's go ahead and take a closer look at
06:02 our catapult and we'll go ahead and render a frame from this vantage point.
06:09 Now we'll put the arm halfway through it's blur at frame three.
06:15 We'll make sure that motion blur is turned on.
06:17 We have a geometry sample of 2. And we'll go ahead and render our scene.
06:26 When our render is done, you can see that the motion blur on the end of the catapult
06:32 has some pretty straight streaks. But if we increase the number of geometry
06:38 samples, let's say 2, let's go to 6. 8 is a little bit high.
06:43 We will see a better curvature from the movement of that arm.
06:49 We put this into a buffer we will go head and re-render, with the render finished,
06:55 you can see when we compare the two that the motion blur is actually much, much
07:02 nicer and gives you a better solution with the higher geometry samples.
07:10 Now, these samples are especially good for detail with curvature or with radially
07:18 moving objects, it gives you a much nicer solution.
07:23 Subdivisions, of course, the higher you go, the more of this kind of noise you mitigate.
07:29 This of course is also controlled by the overall sampling.
07:34 In the min max subdivisions and the interval center will allow you to offset
07:40 where the original part of the motion blur begins and where it ends.
07:45 We'll change our interval center and we'll do a region render of just this area to
07:51 take a look at how changing the interval center, we'll change our motion blur solution.
07:57 Now here, with an interval center close to zero, it brings the catapult into less of
08:04 a blur, because it puts the center of the blur further down to the bottom of that motion.
08:14 And that pretty much sums up some of the extra camera attributes we have in the
08:18 render settings dialogue. So in this video we take a look at some of
08:24 the camera settings that you have access to in the render globals.
08:32
Collapse this transcript
Using the V-Ray Frame Buffer and history
00:02 In this video, we will be taking a look at the V-Ray frame buffer and the history
00:06 that goes along with it. If you have been using Maya for sometime,
00:10 you are already familiar with the Render view.
00:13 Seeing your renders, show up in the render view, and being able to keep them in your
00:19 image buffer And of course remove them when you're done.
00:24 The V-Ray Frame Buffer has a number of advantages over the regular Maya Render View.
00:30 You'll want to enable it in the Render Settings or the Render Levels in the V-Ray
00:38 Common tab towards the bottom of the window you'll see a check box to use V-Ray VFB.
00:47 Go ahead and turn that on and you will be to see your renders open in the V-Ray
00:52 frame buffer, the VFB. One of the advantages to the Frame Buffer
00:59 is that you can look at all the different channels, all the different render
01:06 elements that you are generating through your V-Ray renders.
01:13 For example, here, we have quite the list of render elements that we've created in
01:20 the render elements for the V-Ray tab, you would not be able to do that easily
01:28 through the Render view. So immediately when I begin any sort of
01:33 V-Ray work, I go ahead and enable the VFB right off the bat.
01:39 The VFB itself has a number of interesting controls.
01:44 By expanding this little area you'll be able to stamp your renders by turning on
01:52 the stamp. It'll give you whatever text that you want
01:56 to put in for yourself including variables which are led by the percent symbol.
02:03 In this case you're getting the V-Ray version.
02:06 Which is shown here 2.3.01 as well as your render time of 3 minutes 16.1 seconds.
02:18 This is very handy, very handy indeed. However, if you choose to save your
02:23 renders through the VFP, make sure to turn off the Stamp.
02:27 Otherwise, the Stamp will go ahead and save along with your image.
02:33 As a matter of fact, in the Settings tab, you'll be able to turn on the Show Frames
02:41 Stamp even when you're batch rendering. So if you don't want that on make sure
02:47 that this is turned off but if you're curious to see how long your renders are
02:53 taking, overnight you can go ahead and turn Frame Stamp and they will save the
02:58 stamp along with your images. We also have the sRGB switch.
03:07 When we're working in linear space, you want to convert what you're seeing into
03:12 sRGB so you can properly view it in the right color space for your monitor.
03:20 You can also add a LUT, a Look Up Table, as well as going into and creating a
03:28 Stereo view of your render. Of course, this is not rendered in stereo,
03:34 so this does us no good. Right clicking anywhere in the VFB pops
03:39 open the Pixel Information window which gives you readings in 8, 16, and float
03:47 color space to show you the values of what you're mousing over.
03:54 You can also turn on the pixel information dialogue by simply clicking the little i
04:03 icon here. You can also turn on color correction
04:06 controls with this icon which gives you access to a number of corrections.
04:14 Now, I am changing the exposure however nothing is happening in my view, I need to
04:20 enable the exposure by clicking on this icon, this allows me to change the
04:28 exposure correction. So I can take a look at what my render
04:31 might look like once I take it into composite and began to adjust it.
04:36 I can go ahead and turn it off when I no longer want that effect.
04:43 I also have the ability to turn on Color Curves, which gives me access to changing,
04:51 the curvature of my image. I can turn that on and off with this icon.
05:06 Additionally, I have a Levels Control which is found right here.
05:12 Allows me to change the levels of black and white I have in my shot.
05:18 Go ahead and turn that off, and lastly the LUT control, which I showed earlier has a
05:29 load which allows you to load in a LUT or an ICC color correction to be able to be applied.
05:37 To your image, we'll go ahead and we'll turn the corrections off.
05:44 We'll take a look at the history. Here when you turn on the H, you'll get
05:50 the Render History button and clicking the Options will allow you to Set a location
06:00 for your temporary saved files, and also a maximum limit on how much disk space you
06:08 want to allocate to those images. As you can see, you can have quite a few
06:15 images stacked up in the render history So you can compare.
06:20 Now, for me to compare this image with let's say an earlier render, I just simply
06:25 double-click on the earlier render that I want to take a look at.
06:30 On any of these I'll be able to see the differences in history.
06:38 Going quite a ways back to some of my earlier renders.
06:42 The great thing is, each of the channels, or each of the elements, that were
06:51 rendered along with the image are also saved in the history.
06:58 You can see the full channels of each of these renders as far back as they go, lets
07:06 get to our most current render you can click the disk icon to save a single image
07:16 or the multiple disc icon to save all of the channels as whatever file format you choose.
07:22 You can choose TIFs and Targets to save individual images for each of the channels
07:32 or you may choose an open EXR to save one file with multiple channels all saved
07:39 within that EXR, to compare images side by side simply select your A side image and
07:48 your B side image, and you'll be able to compare the two.
07:55 Now, let's pick a new B side and we'll be able to scroll through and see the
08:03 differences between our A and our B. To get rid of it simply select and click
08:12 the same letter to get rid of A or B. To remove any images from your history,
08:20 simply select it and click Remove. You may also clear the entire history by
08:28 clicking the Clear button. Of course, you can see each of the color
08:33 channels separately with these icons or all of the colors together.
08:39 As well as just the alpha channel quite simply with these icons here.
08:45 And Monochromatic mode, with this icon here, gives you the luminance of your
08:49 scene were it a grey-scale. Clicking the teapot with the little red
08:57 box allows you to specify a render region. So the next time you click the teapot, it
09:04 will render only within that region. And lastly, this icon allows you to copy.
09:13 The current image into Maya's render view. If you so choose, to see it in here.
09:24 However, keep in mind that the sRGB that you see in the V-Ray frame buffer, is not
09:32 readily accessible in the render view. To get this image to display as an sRGB
09:37 image, simply go into the render settings, and at the bottom of the V-Ray Common tab,
09:45 turn on Convert Image to sRGB for Render View.
09:50 Enabling this allows you to copy the Image from the VFB to Maya's Render view with a
09:59 proper sRGB space. And from here, you can go ahead and save
10:04 your image just like you would in any other Maya render.
10:09 In this video, we took a good look at the V-Ray frame buffer and it's very powerful
10:17 Render History stack.
10:22
Collapse this transcript
General V-Ray render settings
00:00 In this video, we'll be taking a look at some of the overall global VRay Options
00:07 and the Render Settings. Of course, we have the image sampler
00:11 rollout, which gives you access to the anti-aliasing and sampling that governs
00:18 the overall look of your render and how clean it is.
00:24 Under the global options rollout, we're able to turn on and off various features,
00:30 such as displacements, lights. Default lights are automatically turned on
00:37 when there are no other lights in the scene.
00:39 So, if you're relying solely on GI and illuminance of your shaders, you're
00:45 going to want to turn default lights Off, before you render, otherwise, you'll get
00:51 artificial light in your scene. You'll be able to turn on and off shadows, globally.
00:59 Under the GI heading, you're able to turn on Don't Render Final Image.
01:04 This is very useful for when you want to bake your GI maps, but don't want to wait
01:09 for the image sampling and for the entire image to get done rendering.
01:15 VRay runs the GI first, so if you turn on don't render final image, it will be
01:23 faster and it will still calculate your GI.
01:27 Just make sure you turned it off before you go to your final renders.
01:33 You're able to turn on and off reflections and refraction.
01:37 And also to set a global maxim depth for your reflection and your refraction recursions.
01:45 By default, shaders are set to five, however you can increase them in your
01:51 shaders and then as you're testing. Turn them down globally, or you can just
01:55 turn them all down here. You can turn maps and map filtering on and
02:01 off very quickly here as well. In the environment roll out we have the
02:09 ability to override our environment and place textures or specific colors into the
02:16 background We can add color into the GI texture.
02:20 This is automatically overridden when you add a physical sun and sky into the VRay
02:28 lighting environment. If you find that your renders are
02:32 strangely overblown, come and check to make sure you don't have an override in
02:38 your environment set up. Color mapping allows you to go into linear
02:43 space, which when you set your Gamma to 2.2, and turn on down effect colors.
02:50 And make sure you have your texture input Gamma set properly, and that you are
02:55 looking through the sRGB button, will allow you to work in color space, but view
03:00 everything in sRGB space properly. You have your camera options here, which
03:08 allow you to turn on and off depth of field and motion blur, as well as setting
03:14 the type of camera that you've got. Of course, most everything will be done
03:19 through a standard camera. However, you have a few different options
03:22 that will change the look of your Renders. Here is where you can turn on and attach a
03:33 sun, or a sky, or both into your scene. Again, this will automatically override
03:39 your environment, inserting the sky into the environment.
03:44 And lastly, in this tab, is the VRay UI, allowing you to add or remove shelf
03:51 buttons for VRay materials and lights. The Indirect Illumination tab has
03:59 everything you need for GI and caustics, where you can turn them on and off and set
04:05 the number of photons and the densities and so forth, for the caustics.
04:11 Or for turning on GI and setting the type of GI you want for your primary or
04:17 secondary bounces in here. In the Settings tab, you'll find a few
04:24 settings for the DMC sampler including turning on and off the type of noise that
04:30 you have, whether it's static or whether it is like film grain and is animated
04:36 along with your animation. You're able to set your default
04:41 displacements with your maximum subdivsions being set 256 by default to
04:48 figure out, for example any of the displacements that need to happen.
04:54 If they're coming out jagged, or not so nice, you can can increase the max
05:00 subdivisions at a global level. Or if you're finding that your renders are
05:05 taking far too long, because of copius subdivisions with your displacements, you
05:12 can globally turn them down. The shorter your edge length, the more
05:17 detail will be in your displacements. Under the system settings, you are able to
05:24 set your tree depth and leaf size. This is greatly useful for when you have
05:31 limited memory in your machine and you need to set tight limits, so that your
05:37 machine doesn't go into RAM overflow, and start going to disk swap, which will
05:43 greatly increase your render times. Sometimes by default, you'll find that the
05:50 dynamic memory limit is set to a very low 500.
05:53 On a 8 gig machine, you can go as high as 5 or 6,000, which correspond to 5 or 6 gigs.
06:02 This is very useful to increase when you have a lot of displacements in your scene.
06:10 The render region division, is the size of your render buckets.
06:16 Setting this number too high when you have a lot of cores will slow down your render
06:22 as you wait for the large buckets to be completed.
06:26 For example, here we have a bucket size of 40 pixels in a square.
06:32 We have a total of 16 buckets rendering through distributor renderer on a
06:38 secondary and primary machine, an HPZ220 and my home built server.
06:45 Increasing the buckets will mean that each bucket will render slowly, and you're
06:50 waiting more. However, setting your bucket size too low,
06:54 will be memory inefficient. To cancel this render, simply hit Esc and
07:01 it will cancel out. Distributed rendering, as you can see, is
07:06 turned on, and is governed through the settings.
07:09 Here you can set your IP addresses for the machines that will help you render.
07:15 Under VRay log, you set the message readout that you get back.
07:21 So, if you have to debug your renders you can set it to errors warnings or even all
07:26 messages so you can really see what's going on with your renders.
07:31 Of course, the VRay common tab gives us the access to the common attributes
07:37 including your image format, EXR, multi-channel, tiff, and so forth.
07:43 As well as, the options for each of the image formats, including whether you want
07:50 16-bit, 8-bit, or 32-bit for the file types that support them.
07:57 If you wish to batch render an animation, you should turn on Animation.
08:01 However, make sure you also turn on Render animation only in Batch mode.
08:07 Otherwise, when you go to render in the VFB it will actually render an animation
08:13 frame after frame, after frame, within your VFB, which is probably not what
08:18 you're looking for. Of course, your start end and by frame are
08:22 set here as well. Make sure you have a renderable camera
08:27 setup, otherwise VRay will render any camera that has the renderable attribute
08:34 turned on. If no cameras are available, VRay will
08:39 error out. And that's about it, these are the major
08:44 points of the VRay rendering settings. So, in this video, we took a look at some
08:52 of the more important render settings for VRay.
08:57
Collapse this transcript
Sampling settings
00:02 In this video, we'll be taking a look at some of the image sampling options that
00:07 VRay has to offer. Now, in the Render Settings window under
00:11 the Vray tab, you will find the Image Sampler rollout.
00:15 Here, you can set the type of image sampling that you want.
00:19 Typically I prefer you use the adaptive DMC which allows you to set your minimum
00:26 and your maximum subdivisions set against your color threshold.
00:32 Here we have a render of our scene with a min 1 and a max 8 subdivision.
00:39 And you can plainly see there's some noise in these areas, especially in the
00:45 reflections in the beach ball. One of the primary areas to mitigate that
00:52 kind of noise, is within the sampler. If I increase the max subdivisions to,
00:58 let's say 32, that will give me 4 times the number sampling within the entire frame.
01:09 I could also lower the contrast threshold to force the renderer to using more
01:17 subdivisions, where there's a lower contrast threshold between pixels.
01:23 Lowering this value first will get you better results then just blindly
01:30 increasing this value. And in this case we're going to do a
01:34 little bit of both and see what the difference is when we go ahead and
01:38 re-render this frame. Now, of course increasing your samples and
01:44 decreasing your threshold will increase render times.
01:49 We currently have a render time of about three minutes or so with this current render.
01:55 Quadrupling the Mac subdivisions and reducing our threshold will allow us a
02:02 cleaner render, but at the cost of time. Now clicking this icon in the VFB will
02:09 allow you to send the buckets of your render to where your mouse is.
02:14 So if we mouse over the area of the beach ball that is a primary concern with our
02:21 noise, we'll be able to direct the render buckets here.
02:26 And you can see I've got distributed rendering turned on with my primary
02:31 machine and then secondary HPZ220 machine taking up an extra 8 course to allow me to
02:41 render the frames faster. Here we have the completed render and we
02:48 will go ahead and compare that with the previous render.
02:51 You'll see that our noise levels and their reflections are much much better.
02:58 Overall, we have a much cleaner render and our render times have unfortunately jumped
03:05 from 3 minutes 15 seconds to 8 minutes 36 seconds.
03:10 While the frame is mostly clean, there is still a little bit of noise in the beach ball.
03:17 But instead of just sampling up again or lowering the threshold, we should take a
03:23 look at the glassy samples for the ball itself.
03:29 We'll go ahead and select the ball and open the Hypershade to access our shader.
03:37 (SOUND) And in the attribute editor, you'll see that under the Reflection
03:45 Glossiness is subdivisions. Let's go ahead and increase this to 24 and
03:54 this alleviate some of the noise in the area of the ball, without affecting the
04:03 rest of the frame as would turning up samples on a global basis.
04:09 Let's go ahead and render just the ball. Now, with the finish render with the
04:17 subdivs of 24 on the reflections, you can see a little bit of a change.
04:25 In the render, but let's take a look at the reflection pass itself.
04:30 Go to the raw reflection and you'll see a bigger change in here, where we've got
04:35 very coarse bits that are helped smooth by increasing the reflection subdivisions.
04:43 Of course, our earlier render was very noisy, indeed, with a 18 min max.
04:51 So going up to 32 gave us a much cleaner render in all of the channels that we need.
04:59 Furthermore, you have control over the subdivisions over your individual lights
05:06 as well. For example, here the dome light has a
05:12 subdivision of 8. If we increase that to 24, we'll
05:18 immediately notice our sample looks much cleaner.
05:22 Now, if we switch or view to the perspective we can see that we have got a
05:27 rectangle light that has a subdiv of 8, as well, increasing that as well will create
05:35 a bit of a cleaner render for that specific light.
05:41 However, no one attribute, no one setting, will have a greater effect on the quality
05:48 of your render than will the min and max settings for the adaptive DMC.
05:52 You can change the sampler type to a fixed rate, which gives you a single number for
06:00 the sample rate for the entire scene. I don't usually find this helpful as the
06:08 adaptive DMC does a better job of ascertaining areas that have very little
06:14 image contrast between pixels. We'll get lower subdivisions than areas
06:20 that have more contrast. In this case, to get rid of even some of
06:26 this noise, we'll probably have to increase the minimum subdivisions a little
06:31 bit, and we can probably afford to lower our maximums a little bit, as well.
06:38 You could also set to an adaptive subdivision, which has a min and max rate
06:45 that is similar to mental rays, where the setting are exponential as opposed to
06:52 linear, as they are in adaptive DMC. The anti-aliasing filter type, I prefer
06:59 Gaussian, gives you a slightly softer look.
07:03 The higher the size, the softer the aliasing will become.
07:10 That ranges with a Gaussian of less than 2, you won't notice much of the difference.
07:16 So you want to be around to 2, 2.2, or may be even going upwards of 2.4, 2.5.
07:25 There's area, which by default is at 1.5 when you first start VRay.
07:32 This does a nice crisp job. But again, if you need a little bit of
07:37 help with some of your areas, I recommend Gaussian with a matter of 2.2.
07:45 When you have large areas of black or a single color, you're better off going into
07:53 the adaptive subdivision because it's able to undersample those areas with a minimum
08:00 rate, which can yield in faster renders when your frame is largely blocked in a
08:09 single color or is largely negative space. In those cases you can afford to have a
08:16 low or even a negative minimum rate, and a higher max rate, to get very fast renders
08:23 in flat color areas. And lots and lots of sampling in areas
08:30 that have a positive value and have some detail.
08:35 Whichever you like to use, one thing you can do is turn on Show Samples, which will
08:41 give you a diagnostic reading of your frame.
08:45 With Show Samples turned on, I'm going to go ahead and render this frame.
08:52 As the render continues, you can start to see areas that are nice deep blue, have
08:59 very little sampling, while the areas that are red, have a lot of sampling in those areas.
09:08 Green, yellow is fair amount of sampling. This can help you fine tune how much
09:16 sampling you need and in what areas are causing you the most grief with your
09:21 render times. Just make sure to turn show samples off
09:26 before you render your scene, otherwise, this will be your result.
09:33 And here with the completed render you can see that these areas have the most
09:39 sampling indeed. Now, in the Settings tab there's a DMC
09:47 ruler with a value called Time Dependent. With this off, any sort of noise that's in
09:54 your render will be static. Meaning, any of this grain that you might see.
10:00 Let's pick a frame that's a little bit more grainy.
10:05 That grain will end up being static and will be the same for every frame.
10:09 With time dependent, when you have animation and especially moving cameras,
10:14 when you turn time dependent on that grain will change from frame to frame which
10:21 means you'll have more of a film grain look in your animations than you would
10:25 have a static noise that looks like dots on a window.
10:32 And lastly, the Subdivisions Multiplier will allow you to quickly increase or
10:38 decrease all the subdivisions in your scene for your lights, for your glossy
10:45 reflections, or your refractions, for area shadows, brute force, irradiance map,
10:52 motion blur, and that the field. This will not affect your anti-aliasing
10:58 subdivisions which are set here. However, this is a quick way to turn down
11:03 all the different subdivisions you might have on lights and so forth.
11:09 So, if I render this frame now, all of the subdivisions that I've set on my lights
11:14 and in the refractions on the shaders will be multiplied down to a tenth of their
11:20 current value, allowing me a faster render to see my results quicker.
11:27 We'll go ahead and render a 0.1 multiplier to see what happens.
11:32 Now we've been able to shave a couple of minutes off of the render and you can see
11:39 a little bit off the noise that shows up now.
11:43 But ideally to test the renders, you definitely want to reduce your max and
11:50 your min as well. In this video, we took a look at the
11:54 sampling options that we have in VRay.
12:00
Collapse this transcript
Color mapping
00:02 In this video we'll be talking about color mapping, which is found in the VRay tab in
00:07 the Maya render settings. Typically, for a linear workflow, you
00:13 want to have your color mapping type set to linear multiply with a gamma set to a
00:19 2.2, effect background and don't effect colours adaptation only both turned on.
00:27 For real linear work though, you want to make sure that in your hypershade your
00:34 texture maps have gamma filter corrections on them.
00:38 For example, we have the attribute turned on, texture input gamma.
00:44 At the bottom of the attribute editor, that texture has a 2.2 gamma, meaning that
00:52 this file coming in is at SRGB space, and needs to be converted with a gamma to be
00:59 workable in linear space. So the input for all the file textures
01:05 that you have in your scene should correspond with texture input gamma note.
01:11 When you have that and you're at a 2.2 gamma with dome effect colors, you'll be
01:20 working in linear mode. So when you render you'll render linear,
01:27 which if you change and view in SRGB will give you the proper brightness and color
01:35 for the image that you're working. Because most screens are SRGB, you have to
01:42 make this conversion from linear color to SRGB color to view it accurately.
01:48 Otherwise, you may find yourself inadvertently creating or reducing lights
01:54 to make up for improperly watched color space.
02:00 Now, the color mapping type has to do with how the light gradates and dissipates away.
02:10 With a linear multiply in this scene, we get a render that looks like this.
02:16 We have a simple, rectangle light set to an intensity of 20 on a non reflective
02:23 VRay material floor with that slight purple blue color.
02:30 With the type set to linear multiply, this is our result changing into a HSV
02:35 exponential will give us a very similar result.
02:43 However the falloff, coming off of the light is slightly different.
02:48 It's said, that, with a linear multiply, light will clamp and become a solid white,
02:57 quicker than it would with an exponential or an exponential HSV.
03:04 Switching it to a gamma correction, for example, will yield an incredibly similar
03:11 result to the linear multiply with hardly much difference that is actual visible.
03:19 When we correct for SRGB space those very subtle differences are practically
03:27 negligible within the color mapping, traditionally leaving it at linear
03:33 multiply will get you pretty much everything that you need.
03:38 Now if right mouse button click, you'll be able to see that in your render you've got
03:43 values in float that are able one, slightly over here, and that the
03:49 reflection on the ball certainly gets up to 4.7, 4.6 and they're about making this
03:59 area super, super bright. Now, you can easily clamp the highest
04:05 brightness in your render by turning on clamp output.
04:09 For example, with a clamp of 1, if we go ahead and re-render this scene, you'll see
04:15 that the super bright areas that were returning values of 4, 3, .9, 4.6, will
04:22 start to get clamped at the maximum clamp level.
04:29 When we sample this area with the right mouse button you'll see that the float
04:34 value is perfectly at 1.0 for that area, meaning it's been leveled and it cannot go
04:41 above your clamp level. In this level where our levels were pretty
04:47 close to one, you'll see that they indeed still will stop at 1.0 clamping.
04:56 Clamping your output is very useful for when you have a very noisy reflection pass.
05:05 For example, if we go take a look at the reflection here or even the raw
05:11 reflection, you'll see quite a bit of speckles.
05:15 These speckles are definitely noisy, especially in movement.
05:22 Having them clamped at one will create a little bit less noise than if they were
05:27 set to a higher result. So if you notice that in your animation,
05:34 you have a lot of sparkling, bright pixels in your reflection pass, you should be
05:42 able to mitigate that by returning to clamping your output to a reasonable level.
05:50 In this video, we talked about the Color mapping options in VRay under the Render Settings.
05:57
Collapse this transcript
Surface subdivision rendering
00:02 In this video, we'll be taking a look at how to render subdivision surfaces so that
00:07 objects that look faceted in geometry may render smoothly at render time.
00:13 Here in this scene, we have two different objects.
00:16 We've got this beach ball that is pretty low tessellation, and we have the arm of
00:22 our little catapult here. When it's bent you can start to see a
00:26 little bit of subdividing going on at its apex here.
00:33 It's pretty easy to enable subdivision rendering in VRay.
00:36 You add a VRay attribute by selecting the object, and in the attribute editor under
00:43 it's shape node. Simply go to Attributes > VRay and add
00:48 subdivision and also add subdivision and displacement quality.
00:54 This will allow you to render the object as a subdivision surface meaning you will
00:59 get extra faces which will give you a smoother result, now here in the render
01:05 you can see that the ball before its subdivisions is quite segmented and the
01:11 arm of the catapult is also fairly segmented.
01:17 So going in to the extra VRay Attributes, once we've added Subdivision and
01:22 Subdivision Displacement Quality, gives us the ability to render this object as a
01:27 subdivision but also to set a max subdivision level.
01:33 So for the ball we can stay, you know, fairly low to about 4.
01:37 And on the shape node for the catapult arm We'll want to add subdivision and
01:43 subdivision displacement qualities as well and then the extra vray attributes, let's
01:49 set this to four as well. And we'll make sure this is in our render history.
01:56 And we'll render this frame, and take a look at the difference.
02:01 Now, render time, V-Ray will go in, and start to add faces, to round out the
02:08 surfaces in question. Here, we can already see that the ball is
02:12 coming out, much nicer. Now, you'll notice that you're losing a
02:16 little bit of volume, as it's subdividing inwards.
02:21 This is the case for, pretty much, any type of smoothing that you do.
02:25 Whether its geometry-based inside the scene or whether its at render time, such
02:31 as we are doing it right now. We will take a look at how the arm or
02:35 render in just a second to see how well we can get these curves.
02:41 And as you can see as the finish is rendering the curvature and catapult arm,
02:45 we are already to a much smoother interpretation into that deformation.
02:52 It gives us a more real look with a slightly higher render time as before.
03:00 As you can see with the finished render, we have a much better looking ball and
03:04 catapult arm. You can see the curvature ends up being
03:10 much, much nicer for the subdivisions that are created.
03:17 Many times we have gone from 1 minute 35 to 1 min 53 so its a minimal investment of
03:23 time to get much smoother result in this video.
03:28 We took a look at how to take a lower tessellation object and increase its
03:34 tessellation at render time by using the VRay subdivision, and subdivision quality.
03:40
Collapse this transcript
Back to beauty: Assembling the render
00:02 In this video we'll be taking a look at how to take VRay Render elements and put
00:08 them together in composite using After Effects to bring the image back to beauty.
00:16 We have a scene here with some simple objects set up with a couple of lights.
00:24 This light is on a beach ball to give a subsurface scatter effect, and we have a
00:32 simple light bulb within this lamp to give us a Self Illumination Effect.
00:38 We have a glass ball to give us a refraction, and the beach ball has
00:45 subsurface to give us that element as well.
00:51 The theory behind a back to beauty composite is that a Simple Render pass
00:58 should get you back to beauty when you take lighting Plus Global Illumination.
01:05 Plus Reflection, plus Spec, plus Sub Surface Scattering, plus Self Illumination.
01:15 These passes when added to each other correctly in composite should return All
01:25 the passes to the original beauty render. Using these passes and combining them to
01:31 get back to beauty, allows the compositor or lighter to control the final image
01:37 without having to do any new renders. In this sample, we see the Render passes
01:43 we're talking about, Lighting GI Reflection, Spec, Refraction, Subsurface
01:51 Scattering, Self Illumination. And in this case, we also have a MultiMat.
02:00 Our scenes camera gives us a good view of everything.
02:04 And when we start to render the scene, we'll be able to see all the passes come
02:11 together within the view rate frame buffer.
02:13 Now we can see the distributed buckets going to town this pass is for the GI as
02:22 well as the subsurface prepass. And here we begin to render the scene, and
02:32 as our render finishes here we can see a little bit of GI and some surface noise
02:38 coming through, but that's okay. We'll be saving these out as 32 bit EXRs.
02:45 As individual EXRs and not multi-channels. To make the importing process in After
02:53 Effects a little bit easier. W'll be able to save all the channels at
02:57 once, by clicking Save All Channels button here.
03:03 I will go ahead and specify a location We'll go ahead and select Open EXR, and
03:14 we'll click Save. Of course, running a batch render will
03:19 also output these EXR, obviously don't need to go through the (UNKNOWN) frame buffer.
03:27 Lets go ahead and start up, our compositing package, Adobe After Effects.
03:34 And we will bring in, all of the, passes that we've just saved out, including the,
03:42 original, Beauty Render. Following our equation, we'll go ahead and
03:49 put the comp together now. Our base will be the Lighting Layer, come
03:56 in like so. Adding on top of the lighting layer will
04:01 be the GI, the Global Illumination Pass. And the way we have to plus this layer on,
04:09 is very important within After Effects. With a compositor, such as Nuke you would
04:15 use the Operation Plus. With After Effects, there is an Add
04:21 however the Add will create too much brightness, so you'll want to use the
04:28 transfer mode called Screen. There you can tell the GI has quite a bit
04:35 of noise. We would mitigate that by changing some of
04:39 the GI parameters with in VRay, but, we're good for now.
04:45 On top of the GI we'll upload the Reflection pass.
04:49 Again, instead of adding, you'll want to Screen this pass on top.
04:58 You can see add creates a little bit more brightness than does screen.
05:04 And screen is more accurate within After Effects to the audition process for the
05:10 VRay passes on top of Reflection we'll have the Specular pass.
05:19 We'll screen that on top. On top of Specular is the Refraction pass,
05:25 which we'll also screen. We'll have the subsurface pass if you so
05:32 have one in your scene. And once again we'll screen on top, and
05:37 then we have the Self Illumination pass, if you have any objects in your VRay
05:43 Render that are Self Illuminated. You should put out the Self Illumination
05:52 and we'll screen that on as well. And now we have a Back to Beauty that
05:58 matches the original render that we have from VRay.
06:06 The noise not withstanding, of course, we'd want to fix that in the GI settings.
06:14 In summation, we took our lighting, added GI, added reflection, added Specular
06:21 Refraction, SSS, and Self Illumination using the Screen process in After Effects.
06:29 Though you can use the Plus process in the foundry's nuke to bring your passes Back
06:37 to Beauty by and large, this equation works for most.
06:42 Simple render passes. You, can also use a lot of Raw Render
06:47 passes to output your renders, which you can find in the Render Elements.
06:53 You can see we've got some Raw Light, Raw Shadow, Raw GI.
06:58 If you want ultimate control, if you put out the Raw asses, for example, with Raw
07:03 Light, you can use some of the Raw passes to make up the lighting.
07:08 Or perhaps the GI passes with ultimate control.
07:14 In this video, we took a look at how to bring the beauty back together from our
07:19 comp element passes.
07:25
Collapse this transcript


Suggested courses to watch next:

Maya Essentials 6: Lights and Rendering (1h 52m)
George Maestri


V-Ray 2.0 for Maya Essential Training (4h 46m)
Brian Bradley


Are you sure you want to delete this bookmark?

cancel

Bookmark this Tutorial

Name

Description

{0} characters left

Tags

Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading
cancel

bookmark this course

{0} characters left Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading

Error:

go to playlists »

Create new playlist

name:
description:
save cancel

You must be a lynda.com member to watch this video.

Every course in the lynda.com library contains free videos that let you assess the quality of our tutorials before you subscribe—just click on the blue links to watch them. Become a member to access all 104,069 instructional videos.

get started learn more

If you are already an active lynda.com member, please log in to access the lynda.com library.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Access to lynda.com videos

Your organization has a limited access membership to the lynda.com library that allows access to only a specific, limited selection of courses.

You don't have access to this video.

You're logged in as an account administrator, but your membership is not active.

Contact a Training Solutions Advisor at 1 (888) 335-9632.

How to access this video.

If this course is one of your five classes, then your class currently isn't in session.

If you want to watch this video and it is not part of your class, upgrade your membership for unlimited access to the full library of 2,025 courses anytime, anywhere.

learn more upgrade

You can always watch the free content included in every course.

Questions? Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com.

You don't have access to this video.

You're logged in as an account administrator, but your membership is no longer active. You can still access reports and account information.

To reactivate your account, contact a Training Solutions Advisor at 1 1 (888) 335-9632.

Need help accessing this video?

You can't access this video from your master administrator account.

Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com for help accessing this video.

preview image of new course page

Try our new course pages

Explore our redesigned course pages, and tell us about your experience.

If you want to switch back to the old view, change your site preferences from the my account menu.

Try the new pages No, thanks

site feedback

Thanks for signing up.

We’ll send you a confirmation email shortly.


By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked