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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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                                          • A Offline
                                            AcesHigh
                                            last edited by

                                            your solution is very good, and I will use it... but there is still a problem that we should consider for other times...

                                            your solution spreads the noise across all glasses... thats also not realistic. The ideal would be to EACH PANEL to have its own noise. There lies the problem... either we have the SAME noise pattern in each glass panel, or we do have ONE noise pattern across all glasses (as if they were all only one pannel). Its not realistic because the distortion should not continue from one panel to the other. But its the better solution so far.

                                            Thus, the real question is... how to generate a distortion that begins at xy of EACH PANEL, but at THE SAME TIME, making that distortion different for each panel?

                                            My room is smelling like fried brain... 😄

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