Join Brian Bradley for an in-depth discussion in this video Odds and ends, part of V-Ray 3.0 for 3ds Max Essential Training.
- [Instructor] Even though we have worked through quite a number of exercises in our update chapter at this point, given the way that Chaos Group worked to improve their software month after month, the simple truth is that we have really touched on just a fraction of the improvements and fixes that went into the 3.1 to 3.3 updates. What I want to do for this final exercise video then is quickly highlight some of the smaller and yet still extremely noteworthy touches that have gone into V-Ray features, such as the new UI tool tip system that was implemented in 3.2 giving artists a quick and yet valuable overview of what a tool or parameter in the engine is supposed to do.
For instance, in the V-Ray tab and image sampler roll outs, if I hover over the type drop down, we get a tool tip that lists all of the options available from the drop down list along with a brief description of their functionality. Whereas if we hover over a check box item, a numeric input field, or indeed some of the other drop down lists, we get info on either just the one item alone or on what the drop down in general is designed to do. If we jump into the GI tab, you can see that whilst it disabled tools, such as the enable GI checkbox still produced tool tips, grayed out parameters, such as the light cache options, don't.
As soon as we turn GI on and make the fields editable though, the tool tip functionality comes to life. Another UI based feature that we now have is the ability to save a default V-Ray startup preset. Of course, we have been able to use the custom UI and default switcher, found in the customize menu, for the longest time now in order to set V-Ray up as our default render engine in Max on boot up, which we can of course still do. But the new default preset option implemented in V-Ray 3.1 can take that functionality even further in that we can now punch in the V-Ray settings that we typically want to work with on a day to day basis and have them load in and be ready to use right from the start of our Max and V-Ray session.
So say for instance that we wanted a radiance mapping and light cache setup as our GI engines and image sampler settings of one and 10 for the min and max values, along with a threshold setting of 0.1 punched in. Well, all we need do is set them up, open up the quick settings dialog, save out a new preset called default, which of course gets saved to our local app data folder. And now every time we choose V-Ray as our render engine of choice, whether that is done automatically on boot up or manually by us as we start our Max session, this preset will be looked for by the render engine and, if found, loaded so that our predetermined V-Ray settings are all there and ready for us to work with.
The final feature that I want to look at here does require some geometry in the scene, and so let's quickly add a teapot, and then right click on it and choose the V-Ray properties option. Now besides housing lots of powerful switches and options that have been here for awhile, the V-Ray object properties dialog now has this generate render elements checkbox, which when disabled will cause the object not to appear in the data for certain render elements, with the fullest of those affected in this way being listed in the V-Ray online documentation, a piece of functionality that can potentially be extremely useful to those who perhaps work in a compositing heavy pipeline.
As noted in the intro then, whilst the features that we have just quickly looked at here are small when compared to some of the other work done in the 3.1 to 3.3 updates, they are still important enough to merit a mention of their own in this final exercise video for our update chapter.
- 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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