HBAw13: V-Ray Materials

Creating your own V-Ray Material from Scratch


In this exercise, you create a high quality V-Ray material from scratch using one of your own images (preferable) or a Creative Commons licensed image from the web. You will use skills learned in Exercise 11.2 to create bump maps & transparency maps for your material.

Part 1:

  • In Rhino, create a cube that is 2’ x 2’ x 2,’ On top of this cube, place a sphere that is 2’ in diameter. Establish a basic directional light for your objects (Rhino 5.17 [directional light]).
  • Confirm your rendering settings by following V-Ray 8.1 [basic options], change your output size to 640 x 480 and make sure to uncheck “Show GI only” in the Global Switches rollout. Please also create a V-Ray infinite plane below your two objects.
  • Save your work (you will apply materials to these objects later in the exercise.
  • To jump ahead, you can just download the sample file.

Part 2:

  • Open Photoshop CS3. Using the File>Open command, open your image (either your own or a CC licensed image).  Follow Photoshop Tutorial 1.22 to create a tiling image.  (If you haven’t already done this)
  • Follow Photoshop Tutorial 1.21 [transparency maps] to create a transparency map for your selected image if required. Save this image to a Materials folder on your flash drive with “_transparency” appended to the file name.
  • Next, with the same or a different material, follow Photoshop tutorial 1.20 to create a bump map for your image. Save this image to a Materials folder on your flash drive with “_bump” appended to the file name.

Part 3:

  • Open the Rhinoceros file you created in Part 1.
  • Follow V-Ray tutorial 8.6 to create and assign your texture map materials to the two objects in your scene.
  • Follow V-Ray tutorial 8.7 to add a transparency map your material if required.
  • Follow V-Ray tutorial 8.8 and/or 8.9 to add either a bump map or displacement map to your material (the same map usually will work for either).
  • Work to enhance your material using V-Ray 8.4 [material reflection] if required.
  • Adjust the mapping on each object in your scene using V-Ray 8.9 [mapping] (you should have one sphere and one box). Perform a final rendering and save the resulting image with the texture name followed by “_Sample”.
  • In the V-Ray Material Editor, right click on your material and choose Export from the context menu. Name your material and save it as a .vismat file. Make sure your .vismat, your _transparnecy, _bump, and/or _displacement images are all in a folder on your flash drive and that the name of the folder is the name of your material. Right click on the folder and select Send To> Compressed Folder. Upload your .zip file as well as your image from step 13 to the course website. Please locate the Rhinoceros Materials Section before publishing your page and add tags that describe your material. This will help other students find and use your .vismat materials in their own work. Please also set the featured image of the post to be your image from the step above.
  • Repeat this HBA to create a second material. If you have time, create a third as each material you create, you will be able to use later in another rendering.

Download .pdf of HBAw13

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