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    • thomthomT Offline
      thomthom
      last edited by

      Thanks. I haven't tried to displace grass yet. But I liked your sample.
      Was curious to how the displacement looked like. That's a PS noise generating filter, right?

      Thomas Thomassen — SketchUp Monkey & Coding addict
      List of my plugins and link to the CookieWare fund

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      • soloS Offline
        solo
        last edited by

        That's a map I got online with the grass when I was looking for a displacement example in order to learn.
        I have been playing around using PSP making my own noise maps and concluded that the finer the noise the thinner the blades and visa verse.
        I also tried squares and dots and they create some really cool effects, especially using a variety of grey shades one can get varying hieghts.

        http://www.solos-art.com

        If you see a toilet in your dreams do not use it.

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        • soloS Offline
          solo
          last edited by

          Using the above displacement map I mapped another texture onto a low poly sphere and it turned out pretty good, I did use 'soft focus' in PSP, I believe it's called 'Bloom' in PS.

          http://img24.imageshack.us/img24/8875/furballsu.jpg

          http://img105.imageshack.us/img105/4871/furball.jpg

          http://www.solos-art.com

          If you see a toilet in your dreams do not use it.

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          • soloS Offline
            solo
            last edited by

            Last one for the displacement tests, using a single face (no thickness) with a texture and displacement.


            http://img26.imageshack.us/img26/9169/carpetvray.jpg

            I believe displacement is under the belt, now the next thing I need to get a grip of is D.O.F, anyone got any good tips that can help?

            http://www.solos-art.com

            If you see a toilet in your dreams do not use it.

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            • thomthomT Offline
              thomthom
              last edited by

              The rug and fur displacement looks the best. I've yet to see a grass displacement that works up close, But it does work for smaller patches seen further away.

              DOF:
              You must use Physical Camera.
              The "Override Focal Dist." only takes inches as it's unit values. Nomatter what the model settings are.
              Once you've set the focal distance, adjust the F-Stop until you get what you want in focus in focus, and adjust Shutter Speed or ISO to compensate for changes in light

              Tip: while you dial in your DOF, render small and use "Override Materials" under the General Switches flyout to cut down render times.

              Thomas Thomassen — SketchUp Monkey & Coding addict
              List of my plugins and link to the CookieWare fund

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              • N Offline
                nomeradona
                last edited by

                @thomthom said:

                Tip: while you dial in your DOF, render small and use "Override Materials" under the General Switches flyout to cut down render times.

                good tip thom.

                visit my blog: http://www.nomeradona.blogspot.com

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                • free agentF Offline
                  free agent
                  last edited by

                  just wanted to correct thomthom there, physical camera is not necessary for DOF, it works with both cameras

                  http:i167.photobucket.comalbumsu143FreeAgent84bug.gif

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                  • thomthomT Offline
                    thomthom
                    last edited by

                    @unknownuser said:

                    just wanted to correct thomthom there, physical camera is not necessary for DOF, it works with both cameras

                    Whoops! It does? 😳
                    I stand corrected.

                    Thomas Thomassen — SketchUp Monkey & Coding addict
                    List of my plugins and link to the CookieWare fund

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                    • A Offline
                      AcesHigh
                      last edited by

                      ThomThom, if you want, you can asnwer here my ASGVIS forum post about the bump across window panes... the blend of two noise maps didnt work 😞

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                      • thomthomT Offline
                        thomthom
                        last edited by

                        Did you try to set the noise to world co-ordinates?

                        Thomas Thomassen — SketchUp Monkey & Coding addict
                        List of my plugins and link to the CookieWare fund

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                        • A Offline
                          AcesHigh
                          last edited by

                          @thomthom said:

                          Did you try to set the noise to world co-ordinates?

                          yup 😞

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                          • A Offline
                            AcesHigh
                            last edited by

                            oops, it was not you, it was Jackson who was helping me with this problem at ASGVIS forum... 😳

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                            • thomthomT Offline
                              thomthom
                              last edited by

                              😉

                              Thomas Thomassen — SketchUp Monkey & Coding addict
                              List of my plugins and link to the CookieWare fund

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                              • A Offline
                                AcesHigh
                                last edited by

                                @thomthom said:

                                😉

                                you can help me of course, since I am failing miserably at achieving the necessary result
                                here is the ASGVIS thread
                                http://asgvis.com/index.php?option=com_smf&Itemid=90&topic=6024.0

                                but you can answer here 😄

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                                • thomthomT Offline
                                  thomthom
                                  last edited by

                                  I did some quick tests.

                                  I found that I had to put all the faces that makes up the glass into one group/component. If each glass was an component instance they'd get the same distortion. Didn't find any way around it other than exploding all the glass faces.

                                  Below is a test render.
                                  The Bump map is the default Noise map where I set the Size to 50.


                                  Render04.png


                                  ss.png

                                  Thomas Thomassen — SketchUp Monkey & Coding addict
                                  List of my plugins and link to the CookieWare fund

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                                  • soloS Offline
                                    solo
                                    last edited by

                                    Cool glass distortion thomthom, I used the same technique for making high gloss malamine panels.

                                    • off topic * I see your pro version has expired, mine expired beginning of March (beta test license)

                                    http://www.solos-art.com

                                    If you see a toilet in your dreams do not use it.

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                                    • thomthomT Offline
                                      thomthom
                                      last edited by

                                      A slight variation:
                                      Bumpmap: Blend
                                      - Texture A: Noise - Size: 50
                                      - Texture B: Bulge
                                      Blend Ratio: 0.25 (75% Texture A)

                                      This just add the slight bulging which you often see in windows.

                                      @solo said:

                                      • off topic * I see your pro version has expired, mine expired beginning of March (beta test license)

                                      Yea. I have Pro at work. But not at home. While I've been testing Windows7 I've installed the Pro version, giving me 8 hours of Pro playtime. But that's a while since it ran out now. 😞 I should get the Pro. But I also want to buy the Arroway collection package. I did buy V-Ray for my home computer last month 😄 . (New Your trip didn't happen 😞 ) But this month I bought myself a new bow which I'll pick up when I go to London next week. 😄 But that means not more fun stuff this month.


                                      Render05.png

                                      Thomas Thomassen — SketchUp Monkey & Coding addict
                                      List of my plugins and link to the CookieWare fund

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                                      • A Offline
                                        AcesHigh
                                        last edited by

                                        @thomthom said:

                                        I did some quick tests.

                                        I found that I had to put all the faces that makes up the glass into one group/component. If each glass was an component instance they'd get the same distortion. Didn't find any way around it other than exploding all the glass faces.

                                        Below is a test render.
                                        The Bump map is the default Noise map where I set the Size to 50.

                                        Thanks ThomThom

                                        2 questions:
                                        1 - if I explode all components, wont the model size skyrocket?
                                        2 - Matthieu Noblet script to reduce VRAY Render Times (parsing time) seems to already do that... as far as I understand (true, I didnt understand very well what it means "assigning textures directly to geometry)... anyway, if I use his scrip, will it automatically do what you said? If it does, I wonder how I would be able to MAINTAIN one noise texture to all glass panes (if that was what I wanted)
                                        http://www.sketchucation.com/forums/scf/viewtopic.php?f=180&t=13711&st=0&sk=t&sd=a//url

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                                        • thomthomT Offline
                                          thomthom
                                          last edited by

                                          @aceshigh said:

                                          1 - if I explode all components, wont the model size skyrocket?

                                          Depends on how large the mesh inside component is. But generally I find geometry to add very little to the file size. It's the textures that blows the file size sky high.

                                          @aceshigh said:

                                          2 - Matthieu Noblet script to reduce VRAY Render Times (parsing time) seems to already do that... as far as I understand (true, I didnt understand very well what it means "assigning textures directly to geometry)... anyway, if I use his scrip, will it automatically do what you said? If it does, I wonder how I would be able to MAINTAIN one noise texture to all glass panes (if that was what I wanted)
                                          viewtopic.php?f=180&t=13711&st=0&sk=t&sd=a//url

                                          No. His script is to transfer all material applied to the outside of components and groups to the actual geometry inside. VfSU chokes when you apply materials to the outside of components/groups.

                                          The thing is, if all your glass are instances of the same definition, then they will all look alike. It seems that the Noise texture is generates identical from the 0,0,0 point of the component that contains it. This is probably to be able to render animations without having the noise whirl about. That's why, that if you take all your glass components and group them, so all the glass components are now inside a single group, and you then explode all of the glass; the noise will then generate it pattern from the 0,0,0 point of the group and generate a different pattern across all your glass surfaces.

                                          Practically I don't think you have to take all the glass into one component. But enough to break up the repeating pattern.

                                          Disclaimer: I don't know the behaviour of the noise as a fact. It's just what it appears to from my observation. I wouldn't be surprised if Damien saw this thread he's say "no no no, that's not how it works at all.". 😉

                                          Thomas Thomassen — SketchUp Monkey & Coding addict
                                          List of my plugins and link to the CookieWare fund

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                                          • thomthomT Offline
                                            thomthom
                                            last edited by

                                            Maybe an illustration help?


                                            ss-illustration.png

                                            Thomas Thomassen — SketchUp Monkey & Coding addict
                                            List of my plugins and link to the CookieWare fund

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