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In this video, we'll be taking a lot a couple of VRay textures, namely VRay dirt and VRay edges. These two texture nodes require a shader, to work propely we create two V Ray materials. We can do a light material and I'll also create a regular VRay, so we can take a look at both of them. We have a car scene here set up, we'll go ahead and start with the VRay dirt this will give you an ambient occlusion, lets first put it on the regular VRay material by minimal mouse button dragging it to the diffused colour And then assigning the entire car to the material.
Once we have that aside, we’ll go ahead and render. Actually go ahead and give the floor to the dirt material as well. I'll do a quick render, here's the car with the car paint shader, and we'll render now with the dirt on a regular VRay material.
And as you can see with this render, I've got a kind of a strange ambient occlusion going on here. The issue here is, we put the dirt shader on a regular VRay material, so it's reacting to lighting. We dont't really want that for an ambient inclusion pass. So let's go to the light material and attach the veer raider right to the light. And select all the objects that have this material on it.
And let's go ahead and assign the light material. Get this out of the way here and disconnect that. Now, you can also put the VRay dirt on a regular Maya surface shader. In this case, we'll just put it on the, on the vray light charter and lets take a look at a render. Now as you can see, we are sewing through the frames pretty quickly. The light material does not react to lighting or shadowing. So it gives you a much better ambient occlusion pass. Of course we'd want to put any occlusion on everything, and indeed, you'll be using the VRay dirt in conjunction with the extra texture render element to create your occlusion pass.
Now let's take a look at how to control V ray dirt. We've got radius options, the lower the ratings the tighter the tighter the dark areas, and the faster and brighter. The render will be. Now I'm going to go ahead and assign everything in the scene to the V ray dirt shader. And we'll take a quick look at a render now. You can see that the darker areas are much more tight than before, and that's a function of the radius by default it's a 10.
Now let's take a look at the edges texture. We'll go had ahead and first put that on the V-Ray material. We'll go a head and assign this to the car, and we run the render. And as you can see the edges give us a nice wire frame render. You saw the wire frame render of the car. Again the edges texture is currently connected to a regular vray material. So we have some shading involved with the wire frame. The background is still a white dirt, so we get a little bit of ambient occlusion look back here lets fill head and put the Blu Ray edges inside on the light material.
We will go ahead and put that on the color, and we'll assign this shader to the car now. Let's go ahead and render now with the light shader. And we can see that the wire frame is taking on a much flatter, wider look, giving you a nice effect when compared with the VRay material that has the wire frame edges, and see a more schematic view of the car. The attributes of the edge's texture are pretty simple. You've got the color of your, your wireframe lines as well as the color of your solid fill.
You can change those any way you wish, and you can set the width of your lines by world units or pixels. With this value here, in this video we took a look at the V-Ray dirt and the V-Ray edges texture as they can be applied to a flat or a shaded shading model
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