Join Dave Schultze for an in-depth discussion in this video Texture mapping materials with procedurals, part of Rhino and V-Ray: Rendering.
Coming up next, we move from adding image based texture maps on our geometry, and use what's called procedural maps. These do not use any images, but instead, use a formula to generate patterns or textures. One key strategy, is I like to split out my geometry. So in this case, we're going to be working on the steps. I've already had those separated from the rest of the geometry so that we can apply the material specifically to that location. Now if you're prototyping, you'd want to have all your surfaces connected, so I highly recommend having two versions of the same file before you get this far along.
Let's add a granite pattern to these steps, we'll start off going to the Material Editor > V-Ray toolbar > Click on the M button. And we'll make a brand new material, Create Material > V-Ray material. I'm going to go ahead and give it a name, let's call this granite so we don't get lost or confused later. Now there's no granite pattern currently, in fact this probably just medium gray if we preview it. So remember, we have multiple options here. Diffuse could be a color, or we can load a texture map, like a JPEG, or we can load a procedural. So let's do that now. I'm clicking on the M. In the past, we've selected bitmaps, those were the JPEGs. This time I'm going to scroll down and you'll see a lot of procedural materials down here. There's quite a few. I go back up and select granite. I'm going to click on Preview. And can take a little look at it. So that's what it looks like straight out of the defaults.
I'm going to hit Preview. Let's go ahead and now assign it to the geometry. It's already selected. So I can right-click on the granite and Apply Material to Selection. One thing to be aware of, is procedural materials do not typically show up in the viewport. So, here we're just seeing the gray which is the diffuse even though we've got the granite applied. And that is because these are kind of render time effects. There's a lot of calculations. So in the viewport, you're kind of limited. Let's do a quick render and just see how far along we came from that first.
Okay, there's a couple things I don't like here. So we're going to make a series of changes. First off, I want to zoom into the steps quite a bit closer. We'll see that in just a second. The granite pattern is not reading very well on this rendering. It looks like it's just too small. So this easy to fix and this is the beauty of procedurals. We're going to go back into the granite and you'll notice we have lots of numbers here. The one I'm most concerned about is size. A cell size is 0.15. I'm going to make it 20 times bigger and just type in three.
So lets take a quick preview. It doesn't look very good here. Hit Okay. It will look better on the preview. I'm also going to add some reflectivity because it's a stone. It's probably been polished a little bit. It's not perfectly mat. So this is a V-Ray material or the BRDF. So we apply reflectivity using this intensity swatch. Hit OK, let's preview it again. Now it's starting to look like a nice granite pattern. I think that should do it. Let's close some of these windows. Looks like I've already zoomed in.
Let's re-render it and check it out. So, with the rendering completed, I'm liking this amount, and size, and pattern quite a bit better. You might have seen, there's a lot more precision in materials which are built in and all based on formulas. So that means a couple of things. First, you won't lose any texture maps because there aren't any. Secondly, this can repeat forever, so you don't have to worry about tiles or edges. And third, you can never get an accurate preview in the viewport. That just means you need to plan more time for testing, and practice your patience.
- 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