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In this video, we'll be taking a look at the VRay Blend Material. Go ahead and open up the decorative box VRay Blend Scene file, that came with the video. And you'll see a scene that looks like this. When you render the scene, you'll find a box that is not reflective, nor does it have any specular highlights on it. Let's take a look at the box's material in the Attribute Editor. You'll see that the reflection color is set to black. This is not going to matter at all, because the reflection is at black. In this situation, we're going to create a VRay Blend Material that will allow us to put a coat on top of the box, that will give it a lacquered look. So, first with the material that's on the box now, this is what's assigned to the box.
We can see here, this is the base material on the box. In the blender, we're going to middle mouse button drag the base material on over. And then, we'll go on ahead and assign the box to the blend. Right now, the blend only has the coat material. So when you render the scene you'll get the same result as if only the v ray material were assigned. As you can see here you'll get the same render result. Now we'll need to create one of the coat materials that we'll put on here and we'll do that with another v ray material.
And we'll turn that material completely black, but we'll give it a reflectivity, a generous of reflection about there. We'll select the blend material, and then middle mouse button drag this new shiny material onto coat material zero. We'll turn on Additive mode to make sure that the contribution from the black shiny material will add on to the base. We'll go ahead and Render, and you'll begin to see in the render that the reflections are being added.
On to the box without changing the rest of the color of the box in any way shape or form. That's because the shiny material that we created was based on a completely black color with a reflective surface. Comparing the two renders allows you to see the addition of that glossiness from the coat material. This is very useful for creating complex surfaces, such as a car paint, where you have a base color and you have a clear coat on top of it.
We don’t want to see reflections in the carving, so we have to map on a hold out map for our reflections into the clear coat of our object. Especially, because we have no reflection on the base coat it has to go node instead. And simply we'll minimize button we'll drag over to the reflection color. And we will offset the white color of that map, by bringing down the amount to about a half, which is about were it was before. We'll make sure that this is in our history, which it is. And then we will render to see the reflection hold outs, and how they work in the carvings of the box.
And you'll immediately see that, we are now holding out all those reflections properly. With the render complete, we verify that our reflection map is working great. This blend material allows us to have a clear coat that will give us a lot of control over the reflection coat that's on. And you can stack multiple coats on top of your base with these multiple slots that are inside the blend material. Now, here I've created a new VRay Blend Material, and a blue and a red material to see how the blend works.
We'll place the blue as the base and the red as the coat material. Now, without additive mode turned on, what you get is a straight blend between the two materials that is controlled by the blend amount. White makes the coat material predominant, while black makes the blue material predominant. Additive mode will only take the highlights from the coat material and add them to the blue. You can control the blend amount using a map as well. Let's go ahead and assign the box to our new blend material, and render the scene. As you can see, the box takes on a purple color as a blend of blue and red. However, in the blend material, if we use this ramp for example, to control the blend amount, we'll be able to get a much different effect with blue on top and red on the bottom, as you can see in this render.
Of course, top and bottom are completely dependent on the U and the V of the object. The UV layout will have a distinct impact on how this box operates with its color. This way you can use a map to govern which material shows up where, and how they blend together. This gives you the ability to mix different materials on the same object and be able to use a map to distinguish which material goes where. And you can do this with a number of eight coats and one base. Just keep in mind if you're stacking them to keep Additive Mode turned off, and to use a separate blend amount map, such as this ramp on each of the coat materials with the higher numbered coat being on top of the lower numbered coats. In this video, we talked about the VRay Blend Material and how you can use it to create multiple materials on the same object.
And also, on how to create a clear gloss that is more easily controlled on top of an matte object.
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