Please do a detail tutorial on how vray samples + which global illumination is best suitable for which scenario and how to clear noisy renders without denoiser.thanks.
Another excellent tutorial! You make it seem so easy and logical, but I could never come up with this on my own for my shading networks. Thank you for the inspiration and education you provide! Looking forward to the next one! :)
Great tut and nice channel. If you look closer at dust on a body shell, you'll see that it's intensity change according to the angle you are looking at. In you scene, you used the same technique for 2 different effects. The one you used is working fine for the mud, but for the dust I think you should give a try to a falloff map, set to perpendicular/away. You'll see!
Hi yeah that’s an interesting idea. I guess if combine both should get some nice result. So to place the dust more on areas facing upwards but also have it affect by viewing direction. Good idea 👍
great tutorial ✌I've been applying dirt and mud to vehicles for several projects recently and developed a similar approach with layered vraydirt maps (the override material was clever and didn't cross my mind). But I'm working with vehicles converted to VrayProxies and can't get triplanar maps to work with them unfortunately, so I had to develop several work arounds. You might want to incorporate an additional dirt map in the composite map that uses streaks, with a bias in Z. But this can become problematic on a vehicle with so many curves
Yeah the z bias was creating some unwanted results in this case, I was playing around with it for a while. Why you couldn't get VRayTriplanar to work with Proxies? Should work with no issues...
When is the long and detailed course for v-ray materials and lighting being released? Do you need to take all my money now or after it gets released? :)
❤as always great tutorial! Using simple shaders like the black one, so the artist can easily see the effect is your best tip ever! We have a snowify script that does something similar but with snow.
thank you for these fantastic tutorials, want to ask, if we have an animation, does the distance map for the mud, change and flicker with car movement?
If its driving over a perfectly flat plane then not :-) Otherwise you can choose a UV based approach instead of the distance texture by just using a simple gradient for example.
very nice, however this will not work with animations since the procedural effect will break as the distance change from the floor. Is there a way to bake it ? or maybe use a falloff parallel to world Z ?
It would work unless you deform the geometry of the truck. In this case you would need to use UV maps instead of Triplanar, as the projections would "move through" the geoemetry during deformations. But depending on the shot/cameraangle/animation it would be more or less visible, so maybe it doesn't matter in the end...
@@JonasNoell I think also if the truck animates/jumps above the ground (like off a ramp) the distance texture cause the mud at the bottom to disappear as it gets further from the ground? I guess you could bake it out.
@@nathanmitchell7074 Or you can just link a groundplane that links together with the car. But if your primary usecase is animation then there other techniques which work better in that case.
So good! The use of VRayOverrideMtl to clear up the glass kinda blew my mind to be honest. I read the documentation for VRayOverrideMtl, but I still don't fully understand how it works for the reflection and refraction in this case. My main point of confusion is how the reflection override only affected the glass and not the whole vehicle. Wouldn't using the original clean multi/sub object in the reflection slot of the overridemtl affect the glossiness/roughness of the dirt and mud materials?
The Override in this case defines how that material looks in reflections or refractions. So in the Refractions we use the clean version of the shader. If in this example you would put a chrome ball next to the muddy car it would reflect without mud in the chrome ball . That's why I also had to use the clean version in the Reflection Override as in the headlight there is a lot of chrome reflecting itself. So that's why I had to use Reraction AND Refraction Ovrd.
@@JonasNoell Got it! It's starting to make sense, thank you! In this case, what would you do if let's say the vehicle is in a scene where there are a lot of reflections (standing on top of a still puddle, for example, where you would clearly see the vehicle in the reflection), would you get rid of the OverrideMtl and work on the glass material separately from the rest of the vehicle's multi/sub mtl?
@@ThomasMiller3D In this case I would probably select separate the interior from the exterior and apply the clean version of the shader for the interior.
I was hoping to apply this technique for Cinema 4D and Vray 6, but annoyingly, you can only plug solid colour or texture maps into the C4D MultiSubTex node, not complete materials.
MultiSubTex is also the wrong node as that is just to layer maps. You have to chose something like a BlendMaterial, LayeredShader or whatever the C4d Equivalent is
@@JonasNoell Aaah, I thought the 3DS MultiSub Object shader and C4D MultiSubTex were the same thing. I wish ChaosGroup would add equal functionality across implementations.
@@JonasNoell I ask because I am curious what engine is responsible for render previews in your video - is this GPU only, or something else (CPU, CPU+GPU)?
As long as you just use move, rotate, scale there won't be any issues. If you crash the car and deform the mesh itself then the Triplanar won't work. In this case just use a simple Box UV or something instead. Or spend the time to do a proper unwrap.
Hello, is there any simpler method to combine all the materials from an object (let's say all the elements on a car) into one multi sub-object material?
Is this possible in Maya with VRay, can assign material id's as a vray attribute but I do not see any way of being able to make that useful with the shaders. Yes could prob get this effect per material but that is a lot of shaders to update and modify for the look dev.
Hi Jonas. I'm trying to replicate your Procedural MUD SHADER, and I'm running into an issue with a Vehicle's Tires. How did you go about yours? I ended to UV Mapping are across x4 UDIMS (SideWalls,Tread, etc) and I can't figure out how to use "Vray's multi sub tex and/or Blend Mtl" to apply the MUD Shader. Any help would be greatly appreciated. Also Great Tutorials.
Not really sure how that should be a problem as the Mud would be applied "procedurally" using Triplanar and VRayDirt as shown in the video ignoring any UV's.
@@JonasNoell Thanks for the Reply Jonas. It turned out the file was corrupt, so I had to redo everything and the Mud Shader works as it should. Although I had to Use several Vray Mtl's for each UV/UDIM, to get it Mapped and Rendered properly. So I guess my question now, is there a way to use "Vray's - MultiSubTex" to "ObjectID" a specific 1020UV/UDIM etc?. From what I've read it's not possible, but just wondering if you had any insight. Thanks
@@TheOriginalFez I hate UDIMs, so I'm not really very experienced in using them 🙂But couldn't you apply a separate material ID for each UV set and then use the MultiSubTex with those?
@@JonasNoell Thanks for the Reply, and pretty funny hating on UDIM's, I would have though to the contrary. Finally had time/figured it out, and yes ended up using "UV Sets", "Opacity" as Masks with "MultiSubTex" Material ID to Mtl. Thanks for the advice, you have definitely made me more of a "Procedural Shader" fan, and I'll throw some shade at UV/UDIM's. Keep up the great tutorials, and thanks again.
This seems like a good reason for not using Corona ): Apparently there's no way to connect a Multi-Sub Obj into a CoronaLayered Mtl. Do you think there's a way around to make it work?
@@JonasNoell I tried to do it applying the Dirt Map (CoronaAO) in each material separately and it worked marvelous (much more time of course). It's my first decent results using dirt/distance maps. Thank you!
@@albertofigueroa7804 Ok perfect :-) Yeah one by one would work as an alternative, however I like that in VRay I can just just throw the whole MultiSubobject Mtl inside.
As long as the car keeps the same relative distance to the floor then not. But if the car jumps or something I would use a UV based approach instead for the distance part.
How can corona user achieve this. Some maps are not available I'm the corona render and corona layered material does not support multi\sub material for base object.
Then you would need to make a layered material for each of the shaders which in this case is a little bit more annoying as there are a lot of materials in the SubObjectMtl
Hello, I want to know why there is no model at the bottom of the car, but there are shadows. And there is no lighting in the scene. Why do the car highlights and the background of the picture have gradients?
✅Check out Patreon for all my scene files, bonus videos, a whole course on car rendering or just to support this channel 🙂
patreon.com/JonasNoell
After watching your tutorials, I learned several important new points not covered elsewhere. Your teaching style is engaging and smooth. Thank you.
I'm constantly in awe of the cleverness of your techniques. It must have taken years of iteration and experimentation to reach this level of mastery.
Haha, it’s mainly laziness on my end so I always try to find setups that make it as simple and fast as possible 😀
your tutorial more and more crazy every time, the most crazy in all youtube channel
Please do a detail tutorial on how vray samples + which global illumination is best suitable for which scenario and how to clear noisy renders without denoiser.thanks.
Amazing, getting this result in a fast and procedural way is incredible, thanks!!!
First! You make it easy and strait to the point, thank you! Great tutorial.
Another excellent tutorial! You make it seem so easy and logical, but I could never come up with this on my own for my shading networks. Thank you for the inspiration and education you provide! Looking forward to the next one! :)
Thanks you for these very high quality tutorials Jonas!!
Great tut and nice channel. If you look closer at dust on a body shell, you'll see that it's intensity change according to the angle you are looking at. In you scene, you used the same technique for 2 different effects. The one you used is working fine for the mud, but for the dust I think you should give a try to a falloff map, set to perpendicular/away. You'll see!
Hi yeah that’s an interesting idea. I guess if combine both should get some nice result. So to place the dust more on areas facing upwards but also have it affect by viewing direction. Good idea 👍
Jonas, your level is same with Grant Warwick - but you're doing this for free - THANKS A LOT!!! AS IN A LOT!!!
Once again you knock it out of the park Jonas. I was just working on this. Thank you so much.
Haha, that's a lucky coincidence!
amazing tutorial. Thank you so much for this. cheers
Great content always, I'm learning a lot from you, thanks a lot for sharing.
Dude_ Really cool...love it.... lot of learn,,thanks
Very Nice tutorial. THNX
thank you very much for the lesson
Another great tutorial. I don't quite get what the RGB multiplier in VRayColor does. How can it be more than white? Is this some "beyond 1.0" magic?
great tutorial ✌I've been applying dirt and mud to vehicles for several projects recently and developed a similar approach with layered vraydirt maps (the override material was clever and didn't cross my mind). But I'm working with vehicles converted to VrayProxies and can't get triplanar maps to work with them unfortunately, so I had to develop several work arounds. You might want to incorporate an additional dirt map in the composite map that uses streaks, with a bias in Z. But this can become problematic on a vehicle with so many curves
Yeah the z bias was creating some unwanted results in this case, I was playing around with it for a while. Why you couldn't get VRayTriplanar to work with Proxies? Should work with no issues...
Nice Tutorial, ty very much !
Dam, that's impressive tutorial.
You are best, I learn a lot of things thanks👏👏
Premium stuff thanks Jonas
Dude! Amazing Tutorial!
When is the long and detailed course for v-ray materials and lighting being released? Do you need to take all my money now or after it gets released? :)
I have a course on car rendering already available now :-) For a whole course I will see if and when I have the time for that...
@@JonasNoell Don't forget about the endless engines animation course (stunning work!), please add this one to your to-do list, as well. :)
Seconded! I would buy any course or join patreon to get access to it!
Top!
Thanks!
❤as always great tutorial! Using simple shaders like the black one, so the artist can easily see the effect is your best tip ever! We have a snowify script that does something similar but with snow.
Yeah, it's always best practice to isolate what you are working on
thank you for these fantastic tutorials, want to ask, if we have an animation, does the distance map for the mud, change and flicker with car movement?
If its driving over a perfectly flat plane then not :-) Otherwise you can choose a UV based approach instead of the distance texture by just using a simple gradient for example.
Can you procedural Mud Shader in Corona? Thank you
Sir please make a tutorial on grapes Procedural texture
very nice, however this will not work with animations since the procedural effect will break as the distance change from the floor.
Is there a way to bake it ? or maybe use a falloff parallel to world Z ?
You can just add a new UV Map with a different channel and assign a gradient ramp.
Hi Jonas, I tried to replicate this with a Corona Layered Material but it says "Unsupported Multi Nesting" a bummer! Any idea of a workaround?
thanks
excellent lesson as always, would this thechnique work if the truck is animated?
It would work unless you deform the geometry of the truck. In this case you would need to use UV maps instead of Triplanar, as the projections would "move through" the geoemetry during deformations. But depending on the shot/cameraangle/animation it would be more or less visible, so maybe it doesn't matter in the end...
@@JonasNoell how about baking the maps to objects?
@@JonasNoell I think also if the truck animates/jumps above the ground (like off a ramp) the distance texture cause the mud at the bottom to disappear as it gets further from the ground? I guess you could bake it out.
@@nathanmitchell7074 Or you can just link a groundplane that links together with the car. But if your primary usecase is animation then there other techniques which work better in that case.
thx a lot
very beautiful model, where we can buy this car model ?
It's part of Chaos Cosmos, so it's included in V-Ray
So good! The use of VRayOverrideMtl to clear up the glass kinda blew my mind to be honest. I read the documentation for VRayOverrideMtl, but I still don't fully understand how it works for the reflection and refraction in this case. My main point of confusion is how the reflection override only affected the glass and not the whole vehicle. Wouldn't using the original clean multi/sub object in the reflection slot of the overridemtl affect the glossiness/roughness of the dirt and mud materials?
The Override in this case defines how that material looks in reflections or refractions. So in the Refractions we use the clean version of the shader. If in this example you would put a chrome ball next to the muddy car it would reflect without mud in the chrome ball . That's why I also had to use the clean version in the Reflection Override as in the headlight there is a lot of chrome reflecting itself. So that's why I had to use Reraction AND Refraction Ovrd.
@@JonasNoell Got it! It's starting to make sense, thank you! In this case, what would you do if let's say the vehicle is in a scene where there are a lot of reflections (standing on top of a still puddle, for example, where you would clearly see the vehicle in the reflection), would you get rid of the OverrideMtl and work on the glass material separately from the rest of the vehicle's multi/sub mtl?
@@ThomasMiller3D In this case I would probably select separate the interior from the exterior and apply the clean version of the shader for the interior.
@@JonasNoell Makes sense! Thanks Jonas!
I was hoping to apply this technique for Cinema 4D and Vray 6, but annoyingly, you can only plug solid colour or texture maps into the C4D MultiSubTex node, not complete materials.
MultiSubTex is also the wrong node as that is just to layer maps. You have to chose something like a BlendMaterial, LayeredShader or whatever the C4d Equivalent is
@@JonasNoell Aaah, I thought the 3DS MultiSub Object shader and C4D MultiSubTex were the same thing. I wish ChaosGroup would add equal functionality across implementations.
💛💛💛💛
Hi Jonas - could you please shed a light on your computer setup - CPU, GPU, RAM etc.?
Threadripper 3990x, RTX 3060TI, 64GB Ram
@@JonasNoell I ask because I am curious what engine is responsible for render previews in your video - is this GPU only, or something else (CPU, CPU+GPU)?
Is this Vray workflow is also suitable for houdini as well. Because I use vray for houdini.
How about you try it out and see?
What will happen if you animate the car? Will those textures follow the transformation? Or any deformations, in case you wanna crash this car?
As long as you just use move, rotate, scale there won't be any issues. If you crash the car and deform the mesh itself then the Triplanar won't work. In this case just use a simple Box UV or something instead. Or spend the time to do a proper unwrap.
Hello, is there any simpler method to combine all the materials from an object (let's say all the elements on a car) into one multi sub-object material?
You can attach all parts and it should be doing that by itself.
Is this possible in Maya with VRay, can assign material id's as a vray attribute but I do not see any way of being able to make that useful with the shaders. Yes could prob get this effect per material but that is a lot of shaders to update and modify for the look dev.
Oh meant to say, really nice job here!
Hi Jonas. I'm trying to replicate your Procedural MUD SHADER, and I'm running into an issue with a Vehicle's Tires. How did you go about yours? I ended to UV Mapping are across x4 UDIMS (SideWalls,Tread, etc) and I can't figure out how to use "Vray's multi sub tex and/or Blend Mtl" to apply the MUD Shader. Any help would be greatly appreciated. Also Great Tutorials.
Not really sure how that should be a problem as the Mud would be applied "procedurally" using Triplanar and VRayDirt as shown in the video ignoring any UV's.
@@JonasNoell
Thanks for the Reply Jonas. It turned out the file was corrupt, so I had to redo everything and the Mud Shader works as it should. Although I had to Use several Vray Mtl's for each UV/UDIM, to get it Mapped and Rendered properly. So I guess my question now, is there a way to use "Vray's - MultiSubTex" to "ObjectID" a specific 1020UV/UDIM etc?. From what I've read it's not possible, but just wondering if you had any insight. Thanks
@@TheOriginalFez I hate UDIMs, so I'm not really very experienced in using them 🙂But couldn't you apply a separate material ID for each UV set and then use the MultiSubTex with those?
@@JonasNoell
Thanks for the Reply, and pretty funny hating on UDIM's, I would have though to the contrary. Finally had time/figured it out, and yes ended up using "UV Sets", "Opacity" as Masks with "MultiSubTex" Material ID to Mtl. Thanks for the advice, you have definitely made me more of a "Procedural Shader" fan, and I'll throw some shade at UV/UDIM's. Keep up the great tutorials, and thanks again.
What hardware are you using to render so fast? quantum computer? :)
Threadripper + the power of Adobe Premiere :)
This seems like a good reason for not using Corona ): Apparently there's no way to connect a Multi-Sub Obj into a CoronaLayered Mtl. Do you think there's a way around to make it work?
I'm not very familiar with Corona not sure sorry
@@JonasNoell I tried to do it applying the Dirt Map (CoronaAO) in each material separately and it worked marvelous (much more time of course). It's my first decent results using dirt/distance maps. Thank you!
@@albertofigueroa7804 Ok perfect :-) Yeah one by one would work as an alternative, however I like that in VRay I can just just throw the whole MultiSubobject Mtl inside.
Will the distance map be unstable if animation is rendered
As long as the car keeps the same relative distance to the floor then not. But if the car jumps or something I would use a UV based approach instead for the distance part.
Aplica lo mismo para corona render?
Should work pretty much the same
How can corona user achieve this. Some maps are not available I'm the corona render and corona layered material does not support multi\sub material for base object.
Then you would need to make a layered material for each of the shaders which in this case is a little bit more annoying as there are a lot of materials in the SubObjectMtl
@@JonasNoell oh thanks. Pretty annoying. 😢
Hello, I want to know why there is no model at the bottom of the car, but there are shadows. And there is no lighting in the scene. Why do the car highlights and the background of the picture have gradients?
I really enjoyed your tutorial and hope you will continue to update it. :)❤❤❤
The floor is a matte object :-) And the gradients exist because whatever reflects in there also has gradients built in (sky)
帅 乔
can this be done in a corona?
I wouldn’t know why it shouldn’t
wish corona layers material could take multi sub materials. but nope. Hasn't for several years now.
Actually I was quite surprised to see that it is supported in V-Ray :-)
@@JonasNoell i found another way. But it involved connecting the layer on every material on the car.