Hi, that is correct. The scene units are set to centimeters in this type of scale scenes. I would switch it to meters only for huge visualizations such as whole buildings, cities or landscapes.
First of all, thank you for this and the other videos. The videos are really good and on a very high level. I still have a few questions about this video: 1. Why didn't you go into the camera settings? 2. What about the light? Do you go into that in the second video? Thank you very much and keep up the good work. Best regards to Stuttgart
Hi, you are right. About the camera I normally tend to use the standard +9 EV, so nothing special in there. For the lights there was originally planned a second part video but so far I haven't gotten much demand for that so that's why I focus on other topics at the moment :-)
*Amazing tutorial! Big Thanks, but where i can find to download this "LUT" file? Google gives out a lot of files, it is not clear what to download) Thank you!*
Hi there are probably 1000s of different luts that you can download for free or pay. Think of it as a filter that you can apply to your picture. Just get a few and see which one you like best 😉
Hi there. I'm just started learning rendering and lighting staff. I couldn't find any professional tutorial about how to set up and optimize vray for final animation render with motion blur and depthoffield. Can you write me what settings I should use in that case please. And I also wanted to ask do you have tutorial where you explain about samples and final renders and optimizations so on for very beginners like us? Please link)
Thanks Jonas, Its really helpful! Can you please help to upload the model you did, where we can see the reflection on flat and also curved surfaces. Thanks a lot!
Hi, I will make those available at a later time, stay tuned for those. For the time being you should be able to find free ones that you could download or even better build your own one :)
thanks for the great tutorial, very informative. The point you mentioned about dome light HDRI quality and render speed is Interesting, so do you use some special method in the case of corona renderer since it doesn`t have dome lights? or is the difference in quality only happen using Vray?
Hi, since the tutorial was a while back can you give me a little help what I was mentioning exactly? Then I can answer that :) Btw I have a video about V-Ray vs. Corona where you can see why I prefer the way how it works in Corona. You can find it in my channel 😉
Specular is a “fake” reflection of a light source while reflection is the ray-traced reflection of a real physical object or the environment. So Specular always comes from you scene lights.
CLAMP OUTPUT QUESTION: -guys, how to unhide CLAMP OUTPUT in Vray 5 render settings (3DS Max) using a maxscript? (it's hidden by default says chaosgroup -for I have problem with jagged edges on bright area of an object (it's easily solve before by SubPixel Mapping and Clamp Output)...
hi. I've seen you are adjusting final image in framebuffer which looks like you do ''post'' adjustments . Shouldn't you instead adjust lighting or camera exposure so you have correct Lighting in your render? ...and than in AE, PS or NUKE do actual post?
The problem is that the render only looks correct on your sRGB monitor with the correct tonmapping/postprocessing applied to the linear image. You can do that step either in the Framebuffer directly or in an external software. If you try to make the raw linear image look correct on your monitor without any tonmapping/postprocessing you will have to work against the architecture of the renderengine and probably introduce physically incorrect settings in order to achieve something that looks believable.
And I normally don't adjust the camera exposure in the VFB because this will mess up the sampling algorithm when doing a final bucket render and you will end up with an either noisy image or an image that renders way longer than it should.
Sure... I was just asking coz if I adjust VFB to look nice, but I render image sequence or still, its going to be without these adjustments anyway so I take it only as preview? and my actual render will look different as default without these adjustments... (unless its 1 still saved with all modifications done in VFB right? )... and adjusting lights or camera exposure - i was talking about camera or lights itself nothing done in VFB. BTW i wanted to ask you about Vray-exposure in Environment settings.... do you use it or u have no exposure? coz so far u never used it...its there any point to use it instead of others? :)
ok i know there isn't really a consensus, but why use bucket instead of progressive. i have tested this in a scene and image quality and render time is literally the same
In terms of memory usage bucket is more efficient, other than that it is personal choice. I prefer to see the finished quality when using single frame rendering and the progressive rendering I already get with IPR.
✅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
please tell me your camera settings
This is awesome tutorial. You are one of the great tutor out there. I can't see the second part of this on your channel 😢
Wasn't really requested so far so I focussed other content, but will see what I can do about it in the future
Thank you, Jonas! Please do part 2 :)
I was waiting for a tutorial like that for so long ! finally you arrive thank you ! ;D
Glad to hear it’s helpful! :)
Thank you! This helped me a lot. Looking forward to more vray tutorials.
Happy to hear it helped! :-)
Very good and detail work. Thanks for sharing 👍
Bro.......thats awesome work
The wrong way you showed was the pros way for me....😅
Man thats some longway to go to reach some level
Haha glad to hear it helped 😀
You are really great man! Thanks a lot for sharing the knowledge
Another great tutorial. Looking forward to the next one.
Nice as always !
again ! great tutorial ! i bookmarked this 1 !
Awesome stuff!
thank you for this tutorial 😍😍😍
thanks alot :)
Niiice thank you for this awesome tuto !!
very good video btw
Awesome!
Great tutorial, hope to see you creat a patreon for mastering procedural shading.
Good stuff, only thing missing is the scene unit choice. It can make a huge difference!
Hi, that is correct. The scene units are set to centimeters in this type of scale scenes. I would switch it to meters only for huge visualizations such as whole buildings, cities or landscapes.
Really awesome way....
Really helpful! One question: when do you plan to do the second part?
Thanks for the feedback, It's lined up :-)
good job!
First of all, thank you for this and the other videos. The videos are really good and on a very high level.
I still have a few questions about this video:
1. Why didn't you go into the camera settings?
2. What about the light? Do you go into that in the second video?
Thank you very much and keep up the good work. Best regards to Stuttgart
Hi, you are right. About the camera I normally tend to use the standard +9 EV, so nothing special in there. For the lights there was originally planned a second part video but so far I haven't gotten much demand for that so that's why I focus on other topics at the moment :-)
man ty very much!
*Amazing tutorial! Big Thanks, but where i can find to download this "LUT" file? Google gives out a lot of files, it is not clear what to download) Thank you!*
Hi there are probably 1000s of different luts that you can download for free or pay. Think of it as a filter that you can apply to your picture. Just get a few and see which one you like best 😉
Hi there. I'm just started learning rendering and lighting staff. I couldn't find any professional tutorial about how to set up and optimize vray for final animation render with motion blur and depthoffield. Can you write me what settings I should use in that case please.
And I also wanted to ask do you have tutorial where you explain about samples and final renders and optimizations so on for very beginners like us? Please link)
U are material King!!! followed you, can you share the max file for me to practice and learn?
Thanks Jonas, Its really helpful!
Can you please help to upload the model you did, where we can see the reflection on flat and also curved surfaces.
Thanks a lot!
Hi, I will make those available at a later time, stay tuned for those. For the time being you should be able to find free ones that you could download or even better build your own one :)
@@JonasNoell sure thanks!
If you type "shader ball" into google, there's a bazillion hits for different ones. Many choices, choose your favorite! =)
thanks for the great tutorial, very informative. The point you mentioned about dome light HDRI quality and render speed is Interesting, so do you use some special method in the case of corona renderer since it doesn`t have dome lights? or is the difference in quality only happen using Vray?
Hi, since the tutorial was a while back can you give me a little help what I was mentioning exactly? Then I can answer that :) Btw I have a video about V-Ray vs. Corona where you can see why I prefer the way how it works in Corona. You can find it in my channel 😉
@@JonasNoell Thank you, solved, found the answer in corona help. Seen the other video as well. Great one. Thanks again.
what is the difference of Reflection and Specular pass
Specular is a “fake” reflection of a light source while reflection is the ray-traced reflection of a real physical object or the environment. So Specular always comes from you scene lights.
@@JonasNoell thanks for your kind information
CLAMP OUTPUT QUESTION:
-guys, how to unhide CLAMP OUTPUT in Vray 5 render settings (3DS Max) using a maxscript? (it's hidden by default says chaosgroup
-for I have problem with jagged edges on bright area of an object
(it's easily solve before by SubPixel Mapping and Clamp Output)...
hi. I've seen you are adjusting final image in framebuffer which looks like you do ''post'' adjustments . Shouldn't you instead adjust lighting or camera exposure so you have correct Lighting in your render? ...and than in AE, PS or NUKE do actual post?
The problem is that the render only looks correct on your sRGB monitor with the correct tonmapping/postprocessing applied to the linear image. You can do that step either in the Framebuffer directly or in an external software.
If you try to make the raw linear image look correct on your monitor without any tonmapping/postprocessing you will have to work against the architecture of the renderengine and probably introduce physically incorrect settings in order to achieve something that looks believable.
And I normally don't adjust the camera exposure in the VFB because this will mess up the sampling algorithm when doing a final bucket render and you will end up with an either noisy image or an image that renders way longer than it should.
Sure... I was just asking coz if I adjust VFB to look nice, but I render image sequence or still, its going to be without these adjustments anyway so I take it only as preview? and my actual render will look different as default without these adjustments... (unless its 1 still saved with all modifications done in VFB right? )... and adjusting lights or camera exposure - i was talking about camera or lights itself nothing done in VFB. BTW i wanted to ask you about Vray-exposure in Environment settings.... do you use it or u have no exposure? coz so far u never used it...its there any point to use it instead of others? :)
Hi Jonas, Is there a second part to this? I couldn't find it.
Hi, yes you are right. I didn't get enough interest in that yet, so that's why so far I prioritized other vidoes :)
@@JonasNoell :)...................Thank you for your reply. This is the video got me to your channel :)
@@learntrial573 Oh ok that's interesting to know :) I will see what time I can do the 2nd part
@@JonasNoell Awesome.....that will be great.
ok i know there isn't really a consensus, but why use bucket instead of progressive. i have tested this in a scene and image quality and render time is literally the same
In terms of memory usage bucket is more efficient, other than that it is personal choice. I prefer to see the finished quality when using single frame rendering and the progressive rendering I already get with IPR.
@@JonasNoell ok interesting. yeah i use bucket too for finals.
whrere to get good LUTs?
There are a bunch of websites, here is a free pack: 3dcollective.es/en/producto/free-luts-for-lineal-render-engines/