Realistic Shaders Ebook PDF
Realistic Shaders Ebook PDF
Chapter 01
Software used: 3ds Max and V-Ray
covering the rendering setup here, since we will If you render the scene, you’ll get something
talk about that in the third and last part of the similar to Fig.02.
tutorial, so don’t worry about rendering in this
phase. We will just set up a basic lighting with As you can see, basic lighting has been set up
one V-Ray light and some GI to better see how for you. It’s composed of a simple V-Ray light
our materials react to light. pointing down from the ceiling. In the Render
Setup panel, the GI is enabled (Irradiance and
Light Cache) and the scene has been rendered
through a V-Ray physical camera (Fig.03).
Let’s start creating the material for the object Name this material something like “Machine_
called “Machine_Desk”, shown in Fig.04. BaseMetal” and assign the Machine_
BaseMetal_01.jpg texture (which is included
We want to give the whole scene an overall with this tutorial) to the Diffuse slot of the
worn and used-looking feel, so we’ll need to material (Fig.07).
create shaders to recreate that atmosphere.
The basic material of the machine is obviously Click on the Map slot next to the Reflect color
metallic, but we also want it to be covered with (leave it black) and assign an Output map from
some sort of paint. In order to obtain this kind
of material we need to use a VRayBlendMtl
material.
assign the Machine_Desk_Paint_01.jpg texture Now that we have both the base and coat will display the coat material and where it’s pure
in the Diffuse slot (Fig.11). material, we can go on and assign a blend map black it will display the base metal (Fig.13).
to the root material. Go back to the Machine_
Set the Reflect color to a medium gray (not too Desk_Blend material and click on the Blend Now render the scene again using different
bright) and the Refl. Glossiness to about 0.8. Amount rollout next to the first coat material we camera positions (just move the time slider
Tick the Fresnel Reflections option and click on created earlier. from 0 to 1 or vice versa to use my pre-defined
the L button next to it. Also, set the Fresnel IOR camera positions) and have a look at how the
to 1.8. The higher this value, the more reflective Assign a new bitmap and pick the Machine_ blend material appears in the scene (Fig.14).
the material will be. We don’t want it to be as Desk_Blend.jpg texture. This texture will drive
reflective as the metal material we did earlier the blend amount from the base material to the Now we need to create the same material
(Fig.12). coat material: where the texture is pure white, it for the bottom part of the machine. We can
just duplicate the blend material we created
for the desk (just drag and drop it to the next
free slot in the Material Editor). Rename the
duplicated material something like “Machine_
Bottom_Blend”. Also, rename its coat material
to “Machine_Bottom_Paint”; we can leave the
Machine_BaseMetal as is.
Chapter 02
Software used: 3ds Max and V-Ray
texture in the first slot of the mix; then use the Lastly, assign the “Meter_Frame_B.jpg” texture
“Metal_01.jpg” texture for the second one. in the Bump channel. Do a quick render test to
check this material as well (Fig.07).
Also, put the “Meter_Frame_A_vcols.jpg”
texture in the Mix Amount slot. Now assign Create a new VRayMtl for the glass. Call it
a new Output map both for the Reflect and “GaugeGlass”, then set its Diffuse color to white
Ref. Glossiness channels; assign the “Meter_ and the Reflection to a medium gray. Enable the
Frame_A_vcols.jpg” texture to both of them (in Fresnel Reflections option. Also, set the Refract
the Map slot), but don’t forget to set their Output color to pure white and assign the “Glass_Dirt.
Amount values to 0.25 (Reflect) and 0.17 (Refl. jpg” texture to the Refract slot. Set the IOR
Glossiness) respectively. value for the refraction to about 1.45 (Fig.08).
The plastic material for the buttons is quite two variations of a same color (for example, in
simple. Create a new VRayMtl and mix the Fig.14 there are a couple of orange variations).
“1.jpg” texture with a Falloff map. Set the Mix Set the Refl. Glossiness value to around about
amount to about 55. In the Falloff map, set 0.9.
Luciano Iurino
Web: http://www.lucianoiurino.it/
Email: [email protected]
Chapter 03
Software used: 3ds Max and V-Ray
Make sure you don’t have any light source in There are a few steps to take to comfortably use
the scene; Part3_Start.max has already been linear workflow in 3ds Max and V-Ray. First of
cleaned out and it does not have any light. We all, let’s see how to correct gamma settings in
have used a very basic light setup in the two order to better see materials and textures in the
previous parts of this tutorial, just to be able to Material Editor (otherwise, they may look very
work with materials and shaders, but now we dark in the Material Editor preview slots).
need to create our light rig from scratch.
This step is optional, but if you need to fine-tune
Before we actually start working on lighting and your materials and shaders you wouldn’t be able they will be taken into account every time you
rendering, we need to talk about the “infamous” to correctly see the preview thumbnails in the load a bitmap texture file in your materials’ slots.
linear workflow. For years, 3D artists used all Material Editor. Setting Input Gamma to 2.2 will ensure that your
sort of tricks to enhance the lighting of their texture will be loaded with a default gamma of
renderings, mainly because, in interior scenes, Go to the Customize > Preferences menu and 2.2.
they were getting poor lighting from outside, so look for the Gamma and LUT settings; enable
they had to add in fake lights. Then someone the Gamma/LUT Correction option and set the Also, remember that textures used for bump
came up with linear workflow. Gamma value to 2.2. Make sure that both the and normal maps don’t need to be gamma-
Affect Color Selectors and Affect Material Editor corrected. As a general rule, keep in mind that
Basically, your 3D software and renderer (in options are enabled, and set the Input Gamma everything affecting colors, in any way, should
this case, 3ds Max and V-Ray) process your value to 2.2 (Fig.02). be gamma-corrected (for example, diffuse
rendering with a Gamma of 1.0 (that’s why maps, color textures, simple colors, etc). Also,
it’s called “linear”); chances are your monitor Please note that all these settings will be HDRI maps usually don’t need to be gamma-
though, will show your final rendered image with ignored by V-Ray in the rendering phase, but corrected to a 2.2 value.
thus allowing us to better correct and enhance Fig.05. It will then ask you whether you want to
tones and mid-tones later in Photoshop. automatically add a VRaySky environment map;
answer Yes.
That’s it for the settings. We will talk about more
options later when we do our test renderings. In order to do our first render test, we need
to use the V-Ray Frame Buffer instead of the
Let’s start working on the lighting. We will use default one. Go to the V-Ray tab in the Render
a basic VRaySun as our main light source. Setup and tick the Enable built-in Frame Buffer
Create a new VRaySun and point it as shown in option (Fig.06).
Now let’s enable the GI. A good basic setup for The rendered image shown in the V-Ray frame Beside that, there are a couple of other things
the GI would be using Irradiance map and Light buffer looks way too dark; that’s because we’re we need to improve. Lighting is definitely one
cache. Copy the settings from Fig.07. working with the linear workflow, so to actually of them: we need to create more dramatic
see the gamma-corrected picture we need to lighting for our scene. This is really up to you
Let’s do a render test to see how the light and enable the sRGB option in the Frame Buffer and the mood you’re trying to achieve for your
shaders are behaving with this setup (Fig.08). (Fig.09). final rendering; for example, we can give more
Now we have a realistic light situation, so you For this example, I’ve used Fixed AA with a
can spot any problem with materials, textures subdivs value of 6. Make sure to increase
and reflections. You can use the Region Render the subdivs for the glossy reflections of the
in the V-Ray Frame Buffer to decrease render materials if you want to avoid noisy reflections.
times while experimenting (Fig.12). Try to find a good compromise between quality
and render time.
Now we can start setting up the final rendering. GI and then fine-tune the parameters as you
The first thing to take care of is the quality of Also, don’t forget to increase the GI quality (for see fit. Finally, check out the V-Ray sun subdiv
the picture, and that means AA (anti-aliasing). I both Irradiance and Light cache).You can start parameters to get better soft shadows all over
will not discuss all the AA parameters in V-Ray off by using the V-Ray quality presets for the your scene.
Whenever you’re ready, hit the Render button of this tutorial, just add a VRayZDepth and a
and wait for 3ds Max and V-Ray to finish your VRayObjectID pass.
beauty pass (Fig.13).
To correctly set up the ZDepth pass, keep in
Save the picture in OpenEXR format; it will mind that you need to measure the distance
retain all the exposure, brightness and contrast between the V-Ray camera and one of the
information you need to fine-tune the beauty objects that will be in focus in the final picture;
pass in Photoshop. then you have to do the same thing for an object
that will be slightly out of focus. Finally, you
There are several ways to composite the final need to put these two values in the VRayZDepth
picture. For example, you can render out every pass options, respectively in the zdepth min and
single pass from V-Ray to Photoshop. In this zdepth max values (Fig.14).
tutorial, we have just rendered one full beauty
pass and we are about to render two other The other pass (VRayObjectID) will be used
passes we will use later in Photoshop. to isolate different object silhouettes. This is
particularly useful if you want to add more
In order to render a pass, just go to the Render details with textures blending in Photoshop. For
Elements tab in the Render Setup window and example, in this case we isolate some objects
add everything you need there. For the scope we want to blend some textures onto. To assign
pass can be used to easily select the silhouette as a new layer above everything else; this will This concludes the tutorial series. I hope you
of a particular object; a new layer with a add some more realism to the final picture. enjoyed it! (Fig.19).
scratches texture has been pasted into the
selection, to add some detail (on the right). Finally, you need to add the ZDepth pass
to the Alpha channel of the picture, and use Luciano Iurino
In Fig.17 a volumetric light pass has been Photoshop’s Lens Blur to add the depth of field Web: http://www.lucianoiurino.it/
rendered in 3ds Max and added in Photoshop effect (Fig.18). Email: [email protected]
Original Author: 3DTotal.com Ltd | Platform: 3DS Max & ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 52
Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 30