Join Brian Bradley for an in-depth discussion in this video Enabling the Environment skylight, part of V-Ray 3.0 for 3ds Max Essential Training.
- Having already noted that the standard 3ds Max Skylight is not usable when rendering with V-Ray, we're going to spend some time over the next two videos taking a look at the replacement tools that V-Ray makes available to us. Beginning in this exercise with the GI Environment option. To see how our start scene here has initially been set up let's open up the V-Ray Light Lister from the Tools menu. This shows that we currently have no lights whatsoever set up in our scene. In fact, if I go head and take a render, all we get is a pure black return in the V-Ray frame buffer as I have, once again, set the default lights in 3ds Max to off.
Unlike the standard 3ds Max skylight, V-Ray's GI Environment doesn't actually have any kind of help object or gizmo that needs to be placed or positioned in the scene. Meaning we don't, in this instance, need to create anything from the command panel in order to start making use of the GI Environment skylight. What we will need to do though is enable V-Ray's Global Illumination Systems by opening up the render set up dialog, jumping into the GI tab and from inside the Global Illumination roll out putting a check in the enable box, this needs to be done because, as the name suggests, the GI environment tool makes use of V-Ray's GI engines in order to create a skylight effect.
We can quite happily work with the default engine settings here of Irradiance Mapping and Brute Force although we will, for speed's sake, want to quickly switch the Irradiance Map settings over to use the low preset instead. Coming next to the V-Ray tab we can locate the Environment Rollout where we find a set of V-Ray specific environment controls that can be enabled and, in essence, override the effect that 3ds Max's own environment controls would have on scene lighting, reflections and refractions.
The option we're interested in here of course is the GI Environment so let's put a check in the box in order to, in essence, add a skylight to our scene. Indeed if we go ahead and take a render you can see that that is exactly what we are getting, although our skylight effect is somewhat low in intensity. This can easily be remedied though by setting the Multiply Value here to something like 10 and then taking another render. This, of course, gives us a much brighter looking skylight. Now, although, at this moment in time 3ds Max's own Environment Controls are still being utilized in order to set the coloration for the background in our render, it is the color swatch found here in the GI Environment controls that we would need to use if we wanted to effect a change to the color of the skylight in our scene.
In fact, let's make a tweak switching to something noticeable, such as a bright yellow, and then take a re-render. Even though the background color does indeed stay the same we can see that our Global Illumination Lighting Effect has clearly picked up the color change that we have just made. Now, although our use of Brute Force as a secondary GI engine is, at this moment in time, compensating a little, one of the big problems we can run into using this GI based skylight system, is the fact that we often times don't get any real sense of contact or inclusion shadows in a scene.
This means that on some projects this particular approach will probably not be the best option for creating a good looking skylight effect, which is why, in our next exercise, we're going to take a look at what I personally would say is V-Ray's best skylighting solution, the V-Ray Dome Light.
- Using the new UI elements, Quick Settings, and revamped Frame Buffer
- Understanding color mapping modes
- Adding V-Ray light types
- Working with the V-Ray Sun and Sky systems and dome light
- Using irradiance mapping and light cache
- Working with diffuse color maps
- Making reflective materials
- Creating a translucency effect
- Using the new SSS and skin shaders
- Ensuring quality with image sampling
- Working with the adaptive subdivision engine
- Controlling the physical camera
- Working with FX tools such as VRayFur and VRayMetaball
- Stereoscopic 3D rendering
- Using Render Mask
Skill Level Intermediate
Q: This course was updated on 02/02/2016. What changed?
A: We added tutorials on the new 3ds Max camera tool, which replaces the defunct V-Ray Physical Camera. The author also includes a method for creating a V-Ray camera via scripting.
Q: This course was updated on 04/19/2018. What changed?
A: New videos were added that cover V-Ray 3.1 to 3.3 updates.
SketchUp: Rendering with V-Ray 3with Brian Bradley4h 15m Intermediate
V-Ray: Control Color Bleed in SketchUpwith Brian Bradley1h 2m Intermediate
Introduction and Important Information
V-Ray 3.1 to 3.3 Updates
V-Ray 3.4 to 3.6 Updates
1. Getting Ready to Render with V-Ray
2. Key Lighting Tools
3. Global Illumination
4. V-Ray Materials and Maps
5. Quality Control with Image Sampling
6. Working with Cameras: The V-Ray Physical Camera
7. Working with Cameras: V-Ray 3 & the 3ds Max Physical Camera
8. The V-Ray FX Tools
What's next?1m 47s
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