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When dealing with UDIMs the Multi Tile Map doesn’t work well with more than 10 UDIMs, and also I find dialing in the correct Color space settings easier with VRayHDRI. You might wonder why I have used VRayHDRI loader instead of the ordinary Bitmap.Please also check out my other tutorials.
VRAY 3DS MAX MATERIAL TUTORIAL FREE
Please feel free to share this tutorial in social media. Here is a final render of the Cessna with some lovely HDRI in the background which I created. Here are finished textures from Substance Painter to V-Ray Next PBR workflow requires this to to work properly. Then, go ahead and plugin the Metalness map, again not forgetting to switch it’s Color space to “none”.įor the last step, do make sure Enable Gamma/LUT Correction is switched in the Preference Settings of 3ds Max. Confusing don’t you say? However this is the correct way. Oddly enough, now the Roughness map does appear to be plugged in “Roughness” slot in the Maps section of the VrayMtl node. Roughness appears to be V-Ray’s diffuse roughness which isn’t same as PBR Roughness.īecause we earlier swapped the radio button to use Roughness workflow instead of Glossiness, V-Ray will treat this Refl.gloss input as a proper roughness input. You can see there is “Roughness” in the VRayMtl but we are not plugging our Roughness to it. Now, for the real meat of this tutorial the trick. Now, please plug this map to the Diffuse in VrayMTL.įor normal map, it is same task, but with normal map and for all maps from hereon, instead of sRGB, please use “None” as a Color space instead of the inverse gamma which is default. It is important to se the Color space of the Basecolor map to sRGB as this typically has gamma in it. Use sRGB for Diffuse, “none” for everything else. Correct Color space is essential for correct renders. This will automatically load all the maps. If you use UDIMs, then simply use tag where the number 1001. If you only use one textureset, you can skip the next sentence. Let’s add a VRayHDRI loader from the Maps section under V-Ray.įind the folder where you exported the maps and choose a Basecolor map.
VRAY 3DS MAX MATERIAL TUTORIAL HOW TO
Hold on, I will explain how to plugin the map shortly. What this does is it simply inverts the glossiness map, as roughness is inverted glossiness. Then, under BRDF section switch the radio button to Use roughness instead of glossiness.
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Here is the settings that we need to make in order to make V-Ray understand the metal-roughness workflow we have used.įirst let’s set the Reflect color white, and make sure Fresnel reflections is turned on. Simply drag and drop it to the Slate Editor. In order to make our material from scratch, lets find VRayMtl node from the 3ds Max Material/Map Browser. It looks very much the same as what I saw in Substance Painter. Here I have the model and VRayMTL open with the lovely V-Ray IPR render. It can be found under Rendering menu and under Material Editor section. Mesh means the mesh name that the original imported 3D data had, and $textureSet is, well a texture set which in our case is the UDIM number.Īfter you are done making your tweaks here, click Export in the Settings tab and open 3ds Max and Slate Editor. Notice also the syntax, $mesh and $textureSet. You can create gray or color slots from the buttons on upper right corner, and then drag and drop input maps to them. I often use additional BlendingMask channels that I added to my own template. To modify existing presets, I recommend to duplicate them by right clicking, thus creating a custom ones and leaving the originals intact. I really recommend familiarize yourself with the Output Templates tab. Substance Painter has Vray Next (Metallic Roughness) template which we are going to use. In the Settings tab we have several output templates. In the export window I can see the texture sets, in this case our UDIMs. The UDIM tiles allow several texture tiles to be allocated to a single material, making managing larger materials easy. Notice I have several UDIM tiles in the Texture Set List, that are named 1001, 1002 and so on. Here is a lovely Cessna which I textured in Substance Painter. This version of Substance Painter has several key improvements in the export window. Please note that I am using the latest Substance Painter as of writing which is 2020.1.0 (6.1.0). VRayMtl node in slate editor in 3ds Max for example, has several inputs, and it is less than obvious how to plugin exported maps to it. This works for standard V-Ray Next and V-Ray GPU Next.Īlthough the concept of dealing with PBR maps is generally easy to understand, different implementations of physically based shaders makes this difficult. I couldn’t find one so I did some digging on the topic and decided to make one. I was looking for a step-by-step tutorial on how to export materials from Substance Painter to V-Ray Next.