Join Dave Schultze for an in-depth discussion in this video Material types and their best uses, part of Rhino and V-Ray: Rendering.
In this video we'll take a guided tour of the materials editor, and check out all the material types available. But, be aware that most of these are very specialized or only intended for advanced users. After this tour is over we'll be sticking with only two materials. Let's open up our material editor, it's on the V-Ray toolbar here, click on the M button. And I've already got some materials in here. Let's look at all the ones that are available. So, we access those by going to the top level under see materials, right clicking, and then under crate material, these are all the types we'll be discussing.
First one I'll list is angle blend, I've already got one of those in the scene here. And, what's interesting about this is, it uses two other existing materials to make a transition. You can see in the preview, it's kind of cool. We're going from a glossy green material to glossy purple, and you can change the values of where those change in the start angle and the stop angle. So for example, let's just type some extreme numbers in here. Let's go 60-75 and then preview that. And you can see it pushes it further away.
Take it back to the original. Also, you can hit live update. So the preview button is not required, but I prefer to just leave that off and hit the preview button, whenever I want to see what the material looks like. Let's check out the next material on our list. Under Create Material and this is Multi Material. We're not going to take a look at what this might entail, because this is used primarily or only with something called proxy. These are an advanced feature, that we're not going to cover in this course. So I'll move along to the next one. Escapee stands for sketch up two sided that has been designed to provide cross compatibility with the sketch up program and the sketch up materials. That's probably not something you're going to run into very often, but just be aware that it is available. Now let's talk about the two most common and useful materials. The first one is called the standard. This is the, what I call, legacy material. This has been around a long time. And it's going to be very similar to the brand new material called V-Ray material, which is also referred to as BRDF. So let's go back to standard. I have a few of those here in the scene already. And those are characterized by layers. So you'll notice that this orange satin for the penguin has reflection layer. We can look at that separately. This has all the controls to that.
And then there's a diffuse layer below it. So it's kind of got this physical stacking of real-world effects. So reflections always going to be on top, and whatever color is below, et catera. You can add more layers to this just by right-clicking. Create a new layer. So, we can actually have it glow by adding an emissive layer. Of course that would be on top, you wouldn't see any reflections or defused colors. So, that's kind of the stacking works, it's very logical and pretty easy to follow along. However the chaos group and the V-Ray guys have found this to be a little bit limiting, so they've invented a next generation material called the BDRF.
And I'm jumping around here a bit. Let's recap this. So the standard is the legacy that has layers. We just look at the new technology. And it's called the V-Ray material, which is also referred to as BRDF. And, you can see if we look at it. There is, no layers. So I mentioned this is future technology, this is undergoing a lot of changes currently. The advantage is that your offer right now, and in the future will be higher quality and faster speeds, I feel like that's worth it. Okay, let's look at the next material type, on our list, and that is the toon material. Actually, we don't have one in the scene. Let's go ahead and make one. So let's create a tune. Now, this is similar to some of the other ones we saw. For example, the Engelblend, in that it has sub-materials below it. So, I'm going to go ahead and change the name here by Double-clicking. And I want this to be based on the glossy red material, so I'll use this name.
But then, I'll have the Tune Descriptor. Okay, so I want to do that before I even make this change. And then, under here, base material, I will go ahead and pick everything in the scene, and there's the glossy red I'd already spotted earlier. Hit OK. Let's do a quick preview of that. So, that is the material exactly like glossy red, with the addition of a little outline. And, you can change the thickness and the color. So, how those are accessed? This is a black line right now.
This is in pixels. So, let's just bump it up to five. Take a quick look at that. And, there you could see, why it's called tune. Looks like, somebody put a little stroke in there, with a pen. I put that back down to about two, I kind of recommend if you're going to use this not be such a dark black maybe kind of a dark grey, and you can even lower the opacity so there's a greyish color there. The opacity may be 90% so you can see through it just a little bit, so it's not as severe, but it's entirely up to you its kind of a non-realistic material anyway. Let's assign that to the penguin.
I've got three of the glossy reds already on there and Right-click and apply material to selection. So, when we do our test render here, we wrap up the tour we'll see that effect. Notice now that the color has changed. This happens to a lot materials, where there's effects happening. You just don't get to see everything in the view port, because there's additional calculations that need to happen only at rendered time. And that's a great example right there. Lets go back to the material editor and continue the tour. Right-click here, create material. And after a tune is two sided.
So, this is another specialized material. This will show two different materials on opposite sides. And as you know from Nubs Theory, every surface has two sides so. This is kind of cool. I think the best example I've seen of this is like for lamp-shades. So maybe have a pattern on the outside that's been screen-printed. And on the inside maybe it's a single color or kind of, some sort of reflective surface to simulate that. So, we already talked about the V-Ray material that's one of the two. That we'll be using primarily. And finally, is the wrapper material.
This is another specialized material. It's used for compositing, and it becomes transparent unless a shadow lands on it. I think the best use for this would be like an architectural exteriors. So that's the tour of the material types. Let's go ahead and close this. And let's just get a rendering here, so we can see how all these materials look in the scene. 'Kay, the render is done, let's take a quick tour here now, this is our standard materials. Actually this was the V-Ray material slash BRDF, it would probably look the same.
Remember, we're just getting extra technology in features in the material. Even though they are different they will pretty much look the same. Angle blend, that's the one where we could have the angle changing from material one to material two. Kind of weird looking, but also fairly cool. This is the Toon we just created, and you can see the outlines around those three glossy red materials. And in the background there is the two sided material. So as a beginner, I highly recommend that you focus the majority of your work with either the V-Ray Standard, or V-Ray material also known as BRDF.
The good new is that even advanced users might not need any other materials for almost all projects.
- Why use V-Ray?
- Installing DR Spawner
- Understanding 3D terminology
- Activating V-Ray
- Adjusting quality settings
- Get quick previews with the material override
- Understanding lighting types
- Exploring materials in the Material Editor
- Creating your own materials
- Texture mapping materials with bitmaps and procedurals
- Saving time with V-Ray presets
- Getting the right size for your render with output settings
- Working with environment lighting
- Strategies for working with cameras and camera settings
- Ensuring accurate color for your scene with color correction
- Rendering tips and tricks