It's accessible through MAXScript with something like: Then on the next render the displacement will be written to the specified vrmesh file. The Taper and Knots options we will set at one and seven, respectively, whilst the Length Variation and Per Face value controls can be set at 0. Recently we've added an option to VRayDisplacementMod to save it's result to a vrmesh file (available in the official builds already). And so in the command panel's Modify tab, let's set a Length value of 13 centimeters, a Thickness of 0.3 centimeters. Now, if you run an interactive render and zoom in, you’ll notice that. This will designate your selected object as a grass object notice that you get little icons around your group indicating the fur object. I applied vray fur to a plane with vray green material. To designate this as a Vray grass object, go up into the Vray Objects toolbar and select the option for Add Fur to Selection. Study the tutorial and submit your interpretation of it. Hi there, I used V-Ray 3.40.02 for Rhino 5 trial and the Fur plugin seems to always render in white. Straight away, we will want to tweak quite a few of the settings here. This is a practice contest for the following tutorial: How to Create a Furry Carpet with VrayFur. To create translucency, your inclination may be to apply a Vray2SidedMtl to the fur, but this would render incorrect results and increase render times. This image is a closeup of VrayFur with simple green VrayMtl applied to it. To get all of that underway, the first thing we will want to do is select the ground geometry, and then from the V-Ray toolbar add some V-Ray fur to it. Now let’s look at using VrayFur to create the same translucent effect on grass. Having seen how we can get our materials and our material channels out of Bitmap2Material, Substance Designer, and Substance Painter, and then bring those into 3ds Max for rendering with V-Ray, what we want to do in the final videos for the course is bring everything together by adding a grass effect to our ground geometry, apply a material to that, and then finally look at adding a few setting tweaks to the scene in order to produce a final render.
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