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VRayLight Material examples http://www.spot3d.com/vray/help/150SP1/examples_vraylightmtl.htm 1 of 3 4/13/2008 9:53 PM VRayLightMtl examples Home Render params VRayLi ghtMtl  Example 1: Default Color and Multiplier values Example 2: Higher Multipliers / 2-sided On and Of f Example 3: Texmap Example 1: Default Color and Multiplier values Here is a scene rendered with the default VRayLightMtl. These examples demonstrate how material behaves in V-Ray, and how its parameters influence the overlook of the final results.  The white plane is a default VRayLightMtl. The teapot is a default VRayMtl with Reflection. Rest is just VRayMtl with diffuse colors. Default Lights - Of f . Multiplier : 1 .0 No GI , No lights Multiplier : 50.0  No GI , No lights  Multiplier : 1 .0 GI  o n   ____________________ We are going to render this scene with Default Lights - Of f till the end of the example and no lights will be used in it as well.   ____________________ As you see the image is absolutely dark except the plane (self-illuminated) and the reflection on the teapot. Notice we have no GI and no lights at all here, so the dark part of the scene is totaly expected and reasonable.  ____________________ Notice that nothing changed in general, BUT the reflection on the teapot got stronger due to higher multiplier. Rest is still black: because we still have the GI  o f f .  ________________ As You see turnin o n almost didn't ch the overlook. Tha because of Multiplier value: 1. It acts mainly as self-illuminating object that has VRayLightMtl.  Example 2: Higher Multipliers / 2-sided On and Off Multiplier : 5 .0 GI  on 2-sided o f f Multiplier : 5 .0 GI  on 2-sided o n Multiplier : 10.0  GI  on 2-sided o f f Multiplier : 10.0  GI  o n 2-sided o n 
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VRay Light Material Examples

Apr 06, 2018

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Page 1: VRay Light Material Examples

8/3/2019 VRay Light Material Examples

http://slidepdf.com/reader/full/vray-light-material-examples 1/3

Light Material examples http://www.spot3d.com/vray/help/150SP1/examples_vraylig

4/13/2008

VRayLightMtl examples Home Render params VRayLightMtl

 Example 1: Default Color and Multiplier values

Example 2: Higher Multipliers / 2-sided On  and Of f 

Example 3: Texmap

Example 1: Default Color and Multiplier values

Here is a scene rendered with the default VRayLightMtl. These examples demonstrate howmaterial behaves in V-Ray, and how its parameters influence the overlook of the final results. 

The white plane is adefault VRayLightMtl.The teapot is a defaultVRayMtl with Reflection.

Rest is just VRayMtl withdiffuse colors.

Default Lights - Of f .Multiplier : 1 .0 

No GI , No lights

Multiplier: 50 . 0  

No GI , No lights 

Multiplier : 1 .0 

GI  on 

 

 ____________________

We are going to renderthis scene with DefaultLights - Of f  till the endof the example and nolights will be used in itas well.

 

 ____________________

As you see the image isabsolutely dark exceptthe plane(self-illuminated) andthe reflection on theteapot. Notice we have

no GI and no lights at allhere, so the dark part of the scene is totalyexpected andreasonable.

 ____________________

Notice that nothingchanged in general, BUTthe reflection on theteapot got stronger dueto higher multiplier. Restis still black: because we

still have the GI  o f f .

 ________________

As You see turninon  almost didn't chthe overlook. Thabecause of Multiplier value: 1.It acts mainly as

self-illuminatingobject that hasVRayLightMtl.

 

Example 2: Higher Multipliers / 2-sided On and Off 

Multiplier: 5 .0 

GI  on 

2-sided o f f 

Multiplier : 5 .0 

GI  on 

2-sided on 

Multiplier: 10 . 0  

GI  on 

2-sided o f f 

Multiplier : 10 . 0  

GI  on 

2-sided on 

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 ____________________Now You can notice thatincreasing theMultiplier hasinfluenced visibly thescene (shadows also

appears).

 ____________________Scene starting to gathermore light because of the 2-sided - on .

 ____________________As You see the back isstill dark, but You canalready notice the bluewall receiving some GI ,due to higher

Multiplier . Shadow alsoappears more defined.

 ________________Scene starting to gmore light becausthe 2-sided - on .we also start tosome burnt areas dL inear    type  of  Cmapping.

 

Multiplier: 30.0  

GI  on - de f au l t  2-sided o f f 

Exponential

Multiplier : 30 . 0  

GI  on - de f au l t  2-sided on 

Exponential

Multiplier: 30 . 0  

GI  on ;  2-sided o f f IR: HSphS: 1 0 0 

IR: Interp.S: 4 0 

Multiplier : 30 . 0  

GI  on ;  2-sided on IR: HSphS: 1 0 0 

IR: Interp.S: 4 0 

 ____________________So, increasing theMultiplier affects the GImore (we have morelight). But You can alsonotice that our render is

quite splotchy.

 ____________________Scene starting to gathermore light because of the 2-sided - on . Stillsplotchy GI solution.

 ____________________Comparing this result tothe previous is muchbetter. GI solution isclearer and shadows aremore precise. Of course

this leads to higherrender time.

 ________________Comparing this resuthe previous isbetter. GI solutioclearer and shadowmore precise. Of c

this leads to hrender time.

 

Example 3: Texmap

This example shows using the Texmap slot and how the map determines the Color parameter. 

Multiplier: 3 .0 

GI  on ;  2-sided on 

IR: HSphS: 1 0 0 

IR: Interp.S: 4 0 

Exponential ____________________

Using a Bitmap in theTexmap Slot. Multiplier

is quite low, so almost

Multiplier : 30 . 0  

GI  on ;  2-sided on 

IR: HSphS: 1 0 0 

IR: Interp.S: 4 0 

Exponential ____________________

Increasing theMultiplier leads to

much lighter overlook of 

Multiplier: 3 .0 

GI  on ;  2-sided on 

IR: HSphS: 1 0 0 

IR: Interp.S: 4 0 

Exponential ____________________

Here is another Bitmapassigned to the Texmap

Slot.

Multiplier : 30 . 0  

GI  on ;  2-sided on 

IR: HSphS: 1 0 0 

IR: Interp.S: 4 0 

Exponential ________________

IncreasingMultiplier leads

much lighter overlo

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the plane and thereflection on the teapotare visiable.

the scene. Notice nowthe Bitmap is gettingcloser to white colorlook, due to multiplyingthe (R,G,B) values of theBitmap.

Notice that we haven'tchanged the VRayMtlsfor the surroundingwalls, but the scenelooks different from theprevious one due to the

new Bitmap.

the scene. Noticethe Bitmap is gecloser to whitelook, due to multipthe (R,G,B) values oBitmap.