Very timely, and in general yes I agree with the commentators, this is the best channel on V-Ray, man thanks to you I have cardinally improved my portfolio
I'm glad I found your channel while looking for a way to properly project a HDRI to your scene, to my surprise, there's even waaay more useful resources on your channel, thank you! Subbed
you know i took about 5 hours to come up with the same idea using a displacement on the high poly.. That was only yesterday haha I wish i seen this first! Nice one.
Great tutorial Jonas! For some reason, this method doesn’t work for me when I use Vray GPU render. So if someone is trying this method but doesn't get the same result even though you follow this step by step, try switching to CPU rendering. When I use the GPU renderer, the Normal map overrides the details of the bumpmap, step at 11:32.
Yeah there may still be subtle differences between the different versions. All my tutorials use CPU so far as this has the most advanced and up to date feature set. And also my GPU sucks so I always use CPU 😀
I had the same issue, the problem was of my unit setup. It was set on centimeters, not meters, once i increased it in a drastic way, the result of the bump started to show ! Hope it helps
Amazing Content Jonas, many congrats! I ve been wondering about this for a long time thanks. I never seemed to get as good result as you see in UE5 with vray/max. Would you still need to turn the objects to proxy if you use forest pro to scatter them in the scene?
I would always turn them into proxies, just alone for the reason that all the highpoly goemetry is then not stored directly in your scene anymore and you don't have to wait so long every time you save your scene. VRayProxies are much more than that though. The geometry is split up into different voxels which can be loaded dynamically and unloaded during rendertime. Check out the forum thread in the description, that explains everything in detail.
A huge thank you for the lesson. This project gave me an idea - would you make a lesson dedicated to height based shader blending? It's used in Quixel Mixer for example, allowing for things like rocks being submerged in swampy water based on Z axis or being overgrown by moss in crevices etc. Displacement is also taken into account when mixing materials like this. I would be very grateful if you could show us how to achieve this kind of effect in Vray, if it's possible.
Any reason you don't download higher quality albedo map ? Every other texture site in the world will give you tiff/exr etc. Do you find using Jpg suffucient? Also what tonemapping are you using? I really like the look and feel of you renders. Filmic/Sepcific LUT? Thanks
I find jpg totally sufficient for albedo. I tend to use everything in jpg except displacement. Didn't really find any convincing reason not to. For tonemapping normally a combination of built in filmic tonemap and some additional adjustments. Nothing fancy but since everything is parametric you can tweak forever until you find the look you want.
@@JonasNoell I thought as much. Thanks. Perhaps you can do a vray fog tut, soon? One that explores 3d tex variation? How much you can manipulate it etc
Great tutorial ! That was mindblowing ! One question tho : How the hell can you manage so much proxies ! And those were the highpoly version of the asset from megascan ? It worked for me with the low-poly version, but once i load the high one, with those same settings, either it crash, or just load the building cache over and over again. I guess it's a hardware issue..... I'm sure you have a Nasa computer for rendering hahaha But yeah, with a I9 12900k, 32gb ram, i wasn't able to do it....
Hi, yes exactly I normally tend to just take the highpoly models and convert them to VRayProxies in order to have the highest amount of geometry details. It didn't really pose any questions so far yet. You can check out my Endless Engines video where I used really a LOT of highpoly proxies and it didn't provide any issues. Are you sure that you converted them correctly? :) I normally opt for the 4k texture resolution then, you can see if that makes a difference. I have a Threadripper 3990x and 64GB of memory but I also had no issues on much weaker hardware. VRayProxies normally can handly any amount of polygons and I never encountered something that couldn't be rendered with proxies.
maybe a stupid question, but is there any pro's con's by using xRef instead of VRayProxy? I actaully never used the vray proxy, but seeing how fast the IPR Rendering starts (without compiling geometry) really amazed me! edit: btw I cheered for you at the Vehicle Challenge Livestream, sadly it didn't make it in the Top10, but as you replied to my last comment... there are so many crazy & talented artist out there. The top 100 submissions were incredible, and i think you can be proud to be part of them!
There are only cons. The benefit of VRayProxy is that it loads only the meshdata which is required for the rendering. It can dynamically load and unload different areas (voxels) of the geometry and this way dramatically reduce the amount of memory that is being use. For xRef you are basically just loading the meshdata from another scene. It will have to load the whole mesh into the memory before the rendering can start. So I would advise to only use VRayProxies instead :-) Thanks, yeah very happy I managed to get into the top 100 ! All the top 100 were pretty great. Lots of super creative ideas and great results, so I'm super happy to be part of them! :-)
✅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
Dear Jonas, could you have the same content on Gumroad please. I am an Indian user and Patreon payment system does not work well for me. Thank you ✌🏻
One of the best Vray resources on youtube...if not THE best.
Wow, thanks for the feedback :-D
agree!
Very timely, and in general yes I agree with the commentators, this is the best channel on V-Ray, man thanks to you I have cardinally improved my portfolio
Awesome happy to hear that its helpful!
Very Informative and Creative Tutorial. 👍
I'm glad I found your channel while looking for a way to properly project a HDRI to your scene, to my surprise, there's even waaay more useful resources on your channel, thank you! Subbed
Amazing 3ds max and vray content
Breathtaking, Jonas. Thank you so much for sharing you immense experience.
Loves from Türkiye. I learned a lot of things from you.
This was clever! As always this was great!!
best vray tutorials you are the best
you know i took about 5 hours to come up with the same idea using a displacement on the high poly.. That was only yesterday haha I wish i seen this first! Nice one.
Haha that's bad luck. Though it's always best to figure out something by yourself :-)
Amazing as always!
This is great! the raw scanning data is the JSON file? how do you get that into max?
Great tutorial Jonas! For some reason, this method doesn’t work for me when I use Vray GPU render. So if someone is trying this method but doesn't get the same result even though you follow this step by step, try switching to CPU rendering. When I use the GPU renderer, the Normal map overrides the details of the bumpmap, step at 11:32.
Yeah there may still be subtle differences between the different versions. All my tutorials use CPU so far as this has the most advanced and up to date feature set. And also my GPU sucks so I always use CPU 😀
I had the same issue, the problem was of my unit setup. It was set on centimeters, not meters, once i increased it in a drastic way, the result of the bump started to show ! Hope it helps
Premium Vray content.! Thank you very much for this. One question, are you using CPU or GPU?
CPU, as I luckily got a quite powerful one (Threadripper 3990x) and only a lower tier GPU (3060TI). But you can use wherever you have better hardware.
@@JonasNoell Thank you for the reply Jonas, keep up the great work!
Amazing Content Jonas, many congrats! I ve been wondering about this for a long time thanks. I never seemed to get as good result as you see in UE5 with vray/max. Would you still need to turn the objects to proxy if you use forest pro to scatter them in the scene?
I would always turn them into proxies, just alone for the reason that all the highpoly goemetry is then not stored directly in your scene anymore and you don't have to wait so long every time you save your scene. VRayProxies are much more than that though. The geometry is split up into different voxels which can be loaded dynamically and unloaded during rendertime. Check out the forum thread in the description, that explains everything in detail.
You are amazing!
Thanks!
You are Awesome boss
Hi Jonas, will the Layer FX in VFB be saved together with rendered frames (animation) ?
A huge thank you for the lesson. This project gave me an idea - would you make a lesson dedicated to height based shader blending? It's used in Quixel Mixer for example, allowing for things like rocks being submerged in swampy water based on Z axis or being overgrown by moss in crevices etc. Displacement is also taken into account when mixing materials like this. I would be very grateful if you could show us how to achieve this kind of effect in Vray, if it's possible.
Hey that’s actually a good idea, I will see if I can make a video about this 😀
Thanks
Please share your method of your Animation Render Settings in ArchViz Walkthrough
Well, I know what I am doing this weekend now :)
Any reason you don't download higher quality albedo map ? Every other texture site in the world will give you tiff/exr etc. Do you find using Jpg suffucient? Also what tonemapping are you using? I really like the look and feel of you renders. Filmic/Sepcific LUT? Thanks
I find jpg totally sufficient for albedo. I tend to use everything in jpg except displacement. Didn't really find any convincing reason not to.
For tonemapping normally a combination of built in filmic tonemap and some additional adjustments. Nothing fancy but since everything is parametric you can tweak forever until you find the look you want.
@@JonasNoell I thought as much. Thanks. Perhaps you can do a vray fog tut, soon? One that explores 3d tex variation? How much you can manipulate it etc
Great tutorial ! That was mindblowing !
One question tho :
How the hell can you manage so much proxies ! And those were the highpoly version of the asset from megascan ?
It worked for me with the low-poly version, but once i load the high one, with those same settings, either it crash, or just load the building cache over and over again.
I guess it's a hardware issue..... I'm sure you have a Nasa computer for rendering hahaha
But yeah, with a I9 12900k, 32gb ram, i wasn't able to do it....
Hi, yes exactly I normally tend to just take the highpoly models and convert them to VRayProxies in order to have the highest amount of geometry details. It didn't really pose any questions so far yet. You can check out my Endless Engines video where I used really a LOT of highpoly proxies and it didn't provide any issues. Are you sure that you converted them correctly? :) I normally opt for the 4k texture resolution then, you can see if that makes a difference.
I have a Threadripper 3990x and 64GB of memory but I also had no issues on much weaker hardware. VRayProxies normally can handly any amount of polygons and I never encountered something that couldn't be rendered with proxies.
maybe a stupid question, but is there any pro's con's by using xRef instead of VRayProxy? I actaully never used the vray proxy, but seeing how fast the IPR Rendering starts (without compiling geometry) really amazed me!
edit: btw I cheered for you at the Vehicle Challenge Livestream, sadly it didn't make it in the Top10, but as you replied to my last comment... there are so many crazy & talented artist out there. The top 100 submissions were incredible, and i think you can be proud to be part of them!
There are only cons. The benefit of VRayProxy is that it loads only the meshdata which is required for the rendering. It can dynamically load and unload different areas (voxels) of the geometry and this way dramatically reduce the amount of memory that is being use. For xRef you are basically just loading the meshdata from another scene. It will have to load the whole mesh into the memory before the rendering can start. So I would advise to only use VRayProxies instead :-)
Thanks, yeah very happy I managed to get into the top 100 ! All the top 100 were pretty great. Lots of super creative ideas and great results, so I'm super happy to be part of them! :-)
i love you man
thanks man. I can't do the Vray thing anymore. Unreal just does it better, no matter what Vray brings to the table. Maybe one day but not today.
Alright, depends on your usecase probably, but if UE5 works for you better in what you have to do then go for it! :-)
thank you bro 💙
thanks