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How to add specularity map in Vray materials option ?

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  • J Offline
    john2
    last edited by 11 Sept 2012, 09:24

    @stefanq said:

    You're welcome, unfortunately I can't share it, because it is commercial, but you will find free hdri with amazing quality here: http://www.openfootage.net/?cat=15

    okay, just tell me the name. that'll help me find a similar free one . πŸ˜„

    hdri are light settings right? e.g. how the lighting would be in a mountainous region etc.?

    Sketchup Make 2017 (64-bit), Vray 4.0 , Windows 10 – 64 bit, corei7-8750H, 16GB RAM, Nvidia GeForce GTX 1050Ti 4GB

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    • R Offline
      redot
      last edited by 11 Sept 2012, 11:19

      Thank you Stefan,
      This is an issue I have often wondered about.
      And now I know!
      Thanks again.

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      • J Offline
        john2
        last edited by 12 Sept 2012, 06:25

        another great tutorial here... πŸ‘

        http://sketchupvrayresources.blogspot.in/2012/03/basic-vray-sketchup-tutorial-series-4.html

        Sketchup Make 2017 (64-bit), Vray 4.0 , Windows 10 – 64 bit, corei7-8750H, 16GB RAM, Nvidia GeForce GTX 1050Ti 4GB

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        • A Offline
          andybot
          last edited by 19 Sept 2012, 23:07

          @stefanq said:

          John, 50% means 0,5. Default is 1. So if u use a map in reflection glossiness, use 0,5 glossiness, NOT texture multiplier.
          Since I jumped into this, I did some experiments based on my experience, so that doesn't mean that are 100% correct.
          I'm using HDRI map in both GI Color and BG Color , IM and DMC,physical camera disabled .
          I have bump map with 0,01 multiplier. Reflection glossiness and highlight glossiness always set to 1.
          Image 1
          I just added reflection layer to the material, with 1,55 Fresnel.
          Image 2
          I added the specular map to the perpendicular slot of the Fresnel. Note how nice the bump of the material is now defined (the bump is the same, 0,01)
          Image 3
          I added the same specular map to the Reflection Glossiness slot.
          This is where I usually stop. Adding the map to the highlight glossiness doesn't seams to affect the look of the material.

          Stefan, thank you very much for this instruction! πŸ‘ That's a great suggestion adding the specular map in the perpendicular slot of the Fresnel texture. Really helps the realism.

          Andy

          http://charlottesvillearchitecturalrendering.com/

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          • J Offline
            john2
            last edited by 20 Sept 2012, 05:34

            i get that .5 means 50 percent. and what does 1.55 in Fresnel mean? ❓

            Sketchup Make 2017 (64-bit), Vray 4.0 , Windows 10 – 64 bit, corei7-8750H, 16GB RAM, Nvidia GeForce GTX 1050Ti 4GB

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            • A Offline
              andybot
              last edited by 20 Sept 2012, 12:24

              @john2 said:

              what does 1.55 in Fresnel mean? ❓

              The Fresnel value is for the IOR (Index of refraction) - it's the cosine of something or other... see if you can decipher the wikipedia article

              http://charlottesvillearchitecturalrendering.com/

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              • J Offline
                john2
                last edited by 21 Sept 2012, 05:51

                @andybot said:

                @john2 said:

                what does 1.55 in Fresnel mean? ❓

                The Fresnel value is for the IOR (Index of refraction) - it's the cosine of something or other... see if you can decipher the wikipedia article

                yup i know about index of refraction since a long time [thanks to all my class 9 physics lectures πŸ˜† ] you really gave me a deja vu πŸ˜„

                i'm talking about Reflection.

                Im aware that IOrefraction is

                sine of angle of incidence in air

                divided by

                sine of angle of refraction in the material

                Sketchup Make 2017 (64-bit), Vray 4.0 , Windows 10 – 64 bit, corei7-8750H, 16GB RAM, Nvidia GeForce GTX 1050Ti 4GB

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                • A Offline
                  andybot
                  last edited by 21 Sept 2012, 08:50

                  @john2 said:

                  i'm talking about Reflection.

                  similar principal applies - the ior sets the strength of the reflection based on the angle of incidence.

                  http://charlottesvillearchitecturalrendering.com/

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                  • J Offline
                    john2
                    last edited by 21 Sept 2012, 11:04

                    @andybot said:

                    @john2 said:

                    i'm talking about Reflection.

                    similar principal applies - the ior sets the strength of the reflection based on the angle of incidence.

                    uhhuh...can't figure this. the angle of light changes when it travels from one medium to another, that's why the bending occurs. but according to the law of reflection. angle of incidence is equal to angle of reflection.

                    Sketchup Make 2017 (64-bit), Vray 4.0 , Windows 10 – 64 bit, corei7-8750H, 16GB RAM, Nvidia GeForce GTX 1050Ti 4GB

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                    • ATLAStudioA Offline
                      ATLAStudio
                      last edited by 21 Jan 2013, 13:59

                      Thanks Stefan for your tips on map slots, been very useful! I managed to cook this up following your advice and Bertrand Benoit's 'materialism' post.
                      774158_272794486180492_1894773856_o.jpg

                      To clarify on the percentage contribution of the glossiness, I've found that once you plug a map into the glossiness slot this overrides whatever figure you use. In the example below is the same material with spec map and glossiness set to 1.0, 0.8 and 0.2 from L to R, it's not a great example scene but you can't see any diminished reflection as a result of the map being 'darkened'. If you drop the texture multiplier however, it blurs the whole thing rather than reducing the contribution of the map alone (shiny cube example), which means you have to go into photo editing software to finetune the map. This is a bit frustrating, if anyone knows a workaround within vray settings please share!
                      conc_cubes.png
                      test_texturemultiplier.png

                      http://www.atlas-studio.co.uk

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                      • A Offline
                        andybot
                        last edited by 21 Jan 2013, 18:32

                        did you make sure the specular map is in the perpendicular slot of your fresnel reflection options? If it is in that location, then glossiness will be affected.

                        http://charlottesvillearchitecturalrendering.com/

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