vray light material examples
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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
8/3/2019 VRay Light Material Examples
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Light Material examples http://www.spot3d.com/vray/help/150SP1/examples_vraylig
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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.