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Watching:

The V-Ray Car Paint material


From:

Learning V-Ray for Maya: A Professional Reference Guide

with Dariush Derakhshani

Video: The V-Ray Car Paint material

In this video, we'll be taking a look at VRay's car paint shader. In this scene, we have a Ford car set up. We have a Render Settings with GI on with a Brute Force on a light cache. And I'm reading a pre-baked out light cache to make things a little bit faster. We have our reasonable settings with the minimum and the maximum subdivisions. And right now, the car has a regular my material on it that has a little bit of reflective and a fennel turned on and that gives us a render that looks like this Now to create the car paint shader, you go into the Hypershade and you simply click on car paint shader.
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  1. 2m 1s
    1. Welcome
      2m 1s
  2. 9m 42s
    1. What is V-Ray?
      2m 50s
    2. V-Ray integration with the Maya UI
      6m 52s
  3. 1h 0m
    1. The Rectangle light
      11m 8s
    2. The Sphere light
      9m 24s
    3. The Dome light
      4m 52s
    4. V-Ray Sun and Sky
      11m 7s
    5. Using images and HDRs on lights
      8m 35s
    6. Using linear color space and the V-Ray Frame Buffer
      15m 20s
  4. 39m 58s
    1. The V-Ray material
      12m 46s
    2. The V-Ray Blend material
      6m 42s
    3. The V-Ray Light material
      6m 14s
    4. The V-Ray Car Paint material
      8m 21s
    5. V-Ray textures: Dirt for ambient occlusion and edges
      5m 55s
  5. 52m 21s
    1. What is global illumination (GI) in V-Ray?
      2m 43s
    2. Primary and secondary bounces
      5m 58s
    3. Brute force
      9m 1s
    4. Light caching
      11m 49s
    5. Irradiance mapping
      9m 50s
    6. Popular GI engine combinations
      13m 0s
  6. 30m 33s
    1. What are V-Ray object properties (VROPs)?
      2m 47s
    2. Creating VROPs
      9m 8s
    3. Extra object properties
      7m 48s
    4. Material IDs vs. object IDs
      5m 8s
    5. Setting VROP overrides with Maya layers
      5m 42s
  7. 40m 10s
    1. Creating passes and elements
      6m 23s
    2. Diffuse, reflection, and refraction
      8m 49s
    3. Lighting and GI
      4m 3s
    4. Shadows
      5m 6s
    5. Ambient occlusion
      8m 39s
    6. The Multi Matte render element
      7m 10s
  8. 57m 0s
    1. Cameras
      8m 32s
    2. Using the V-Ray Frame Buffer and history
      10m 22s
    3. General V-Ray render settings
      8m 57s
    4. Sampling settings
      12m 1s
    5. Color mapping
      6m 0s
    6. Surface subdivision rendering
      3m 43s
    7. Back to beauty: Assembling the render
      7m 25s

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Watch the Online Video Course Learning V-Ray for Maya: A Professional Reference Guide
4h 52m Beginner Jul 22, 2013

Viewers: in countries Watching now:

V-Ray for Maya is a 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
Subjects:
3D + Animation video2brain
Software:
Maya
Author:
Dariush Derakhshani

The V-Ray Car Paint material

In this video, we'll be taking a look at VRay's car paint shader. In this scene, we have a Ford car set up. We have a Render Settings with GI on with a Brute Force on a light cache. And I'm reading a pre-baked out light cache to make things a little bit faster. We have our reasonable settings with the minimum and the maximum subdivisions. And right now, the car has a regular my material on it that has a little bit of reflective and a fennel turned on and that gives us a render that looks like this Now to create the car paint shader, you go into the Hypershade and you simply click on car paint shader.

Now the there's a few components of the car paint shader that you should be aware of. One of them is the flake parameters. Here you can have a nice Glossy flake within your car paint. Part of the layering of the base and the reflections and the flakes, makes for a really very convincing shanner. Go ahead and select all the parts of the car, and apply them to the default car paint, and let's have a render and take a look.

Now, you can see I've got Distributor Rendering turned on which means I have a secondary system, an HP Z220 furnished by HP with a Xeon processor in it will chew up Through all these buckets very, very quickly. And the secondary system gives me 8 more cores to render on which is quite nice. Especially, when you're rendering something like a car. The car paint shanner and the amount of lighting and GI. that You should be using for a car will make things a little bit slower so we're having the extra power from the HP Z220 is really quite helpful.

And as we start seeing some of the buckets start to complete, you'll see that the nice light silver blue is giving some very nice detailed reflections in the fresnel from the environment, which is almost always what you want to rely on for a car rendering. You want to have a gorgeous environment that gives you lots of nice light play, to give you some beautiful contours and really Model the shapes of the car.

Now, you’ll also start noticing some of these little purple blotches and little triangular spots. This is from the default flake, which is not quite set, right? With the flakes being too far apart, and far too large. Let’s go ahead and wait for the full render to finish. And now, with the render completed, we can see a lot of these flakes are streaking and not looking so great.

However, the reflections in the car, if we compare them to the regular VRay material, we see a lot more detail and a lot more fresnel effect happening. Which gives us a better idea of the clear coat that's on the car. The major points on the car paint to look at, would be the flake density and the flake size and scale. Right now, the size is quite large so if we reduce the size. And increase the density, we'll have a better flake distribution across. Now, I've made a pre-made car paint shader.

We're going to select all of our car geometry pieces and attach them to this shader. This has a flake glossiness of point 9. Quite a large flake density. A small flake size and a flake scale. The flake map size gives you more detail in your flakes. However, the higher you go, the more it will cost to render. Now, the Flake Glossiness, you don't want to set higher than point nine, as that may create some artifacting.

And a flake density of zero will create a shader that has no flakes in it whatsoever. Giving you a clean car paint without any flakes. The flake filtering mode currently set to simple, which averages the flake orientation. It's less accurate than the directional filtering, but uses less RAM and it, it's a little bit faster to render. Using simple filtering mode may change the look of your flakes when the car is looked at from a distance.

These settings give us a render that looks like this. We have some flakes that glisten off of the fresnel, off of the edge. We have a beautiful reflection off the back because of the clear coat, which is under the coat parameters. The coat strength is the strength of the reflections in the coat when you're looking at the car's surface directly straight on, meaning surfaces that are facing you will have a stronger reflection the higher the strength. For example, with a high coach strength will get a lot of reflections. We'll go ahead and take a look at this part of the car. As the buckets begin to complete we can see a highly undesirable effect where the car is beginning to look like solid chrome.

This defeats the purpose of the car paint in many ways, because we want the glancing angles, the fresnel of the reflections to come up. So the coach strength should be usually at a pretty low number. We'll go ahead and kill this render and set this back to its default of 0.05. You can increase this a little bit to get a little bit more plainer reflections but you don't want to go too much higher. The coat glossiness is of course the glossiness of the reflection, in the coat. You could go a little bit lower but you start loosing the, juicy qualities of the clear coat, in the car.

We'll go ahead and reduce ours just a little bit here, and we'll give a shot, at this location, and see what it looks like. And as the last of the distributed buckets begin to complete, you can see that the, the car becomes more of a matte finish, more of a satin finish. Which, if you have a satin finish car paint. You can achieve by reducing the Coat Glossiness, lets go head and set this back up to 1. Those are pretty much the parameters for the car paint shader of course, you've got your base color, the amount of reflection in your base beneath the coat. This is one way you can get a little bit more satin feel as well, with the amount of reflection and its gloss.

You're going to want the base to be less glossy than the coat to achieve the, the nicer look that we had from before. Which is coming up right now. Finally, you've got the ability to add a bump to the base, as well as to the coat. So, you can have the same matte coming in to create a bump, or you can have different mattes to create a different effect. In this video, we take a look at view race car paint shader, to see how different parameters work to produce a nice beautiful car render.

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