I just want to say that I have used Vray for maaaany years. And the quality of content of your videos are amazing. Really in-depth quality stuff, no fluff, straight to it. Anyway, I subbed. Looking forward to see more. I hope your channel grows. Thanks for sharing.
Happy New Year! I finally got around to watch your tutorial and its another good one! Since I haven't seen any snow for quite some time I'll take your word it that it looks that way ;)
Hey, really useful and awesome tutorial! :) I have one question though, at 1:50 you talk about how vraydisplacement does a combination of displacing geometry and adding bump if mesh is to low res, is there a way of disabling the bump effect and only make it displace? I would like to control the bump and displacement separately I know in blender when working with displacement you can choose 1 out of 3 options, "displacement only", "bump only" and " displacement and bump", that way you have alot of control and I was wondering if you can do something similar in VRay?
Thats not possible through the VRay Displacement Modifier. I would also prefer to have an option for that. But as a workaround you could apply a Turbosmooth to the subdivision level you want and apply a standard 3ds Max Displacement Modifier. And then just use the Bumpmap through the shader.
My vray displacement mod doesnt really affect the model itself so much as the surface of the sphere. As you show in this video it actually distorts the sphere it self in a way. like at 4:18 into the video.
You have a very beautiful snow! I repeated as in the video, but I got a different result, not realistic and not at all like yours. I think it's about lighting, please tell me how you set up the light in your scene. Thank you very much in advance for your reply)
Hi, great tutorial. Do you know if theres a way to displace over the edge of a box in Vray? If I use subdivide as you did it makes the box round, if I add some loops it breaks at the edges. I am trying to create the effect of smooth sides with some parts missing (torn out) like you did with the second noise modifier, but cant find a way to make Vray wrap it around edge and actually "bite it off". You can maybe do it with displace and some booleans, but i doubt its a workable solution for any realistic detail. Thank you very much.
Hi, you can do that by just using 3D Mapping instead of Subdivision. This way it will not change the baseshape of your geometry. If your geometry still breaks make sure that you have the TightBounds options enabled, this way it should make sure that there are no gaps opening up. That being said displacement works best in parts where there are no UV borders and/or very strong corners.
Hi Jonas, Happy New Year! Awesome work Jonas. Good effort and well explained. I am a retired teacher, so I know how difficult to put together a good lesson :). I am wondering what is the System Configuration of yours. Do you mind sharing the Hardware information? Maybe I can afford for a hobby :). Much appreciated.
Hi, happy to hear that! :) The hardware setup I'm using is Dell Precision T7810, 64GB, 2x Xeon E5-2698 v3. You can get everything second hand quite affordable.
Yes, I tried to mainly focus on displacement in this tutorial, thats why I added those tiny spikes which will create a similar effect as they collect the specular highlight. I left the shading itself is quite basic. I'm also not really a big fan of the stochasitc flakes in V-Ray to be honest, they never really tend to give me the effect that I'm looking for, so until I can let them do exactly what I want them to do I probably wouldn't really include them in a tutorial as of yet :) But it's on my list. Did you get some good results using them?
@@JonasNoell I did! For carpaint, and to fake some flaky look on a metallic fabric (some sport jacket with reflective bands). But I would agree that it's a bit hard to work with; the flakes always come out too strong and the settings aren't overall the most intuitive. I did appreciate your insights on displacement though, it reminded me that a LOT can be achieved with a clever mix of noises. Cheers!
Ok great to hear! For car paint flakes so far I normally use normal maps because then I can control exactly the shape, intensity, aliasing and so on. The stochastic flakes for me always looked like some over bright un-aliased dots that appear in places where I don’t really want them, but as said I might have been using them not in the intended way. I will give them another look :) The good thing is that in V-Ray there are always a couple of ways to do the same effect so everyone can pick their favorite ;)
@@JonasNoell After further consideration, you're right the VRayCarpaint (and VRayFlakes) material are a bit wonky. The VRayStochasticFlakes one is definitely solid though, I just used it to create some wax seal with a metallic finish and the result is just gorgeous. I'm sure you could get the hang of it very easily :)
@@lemathmath Sounds great, good to hear that :) I will definitely give it another try! Are you using it in a VRayBlendMtl with very low blend value? Or in additive mode? For me I always was having the problem that they kind of show up everywhere while I want to have them very subtle in the shadow parts and very pronounced in the highlights but at least in my test it seemed quite difficult/annoying to balance. But maybe I gave up on it to early :)
Hello Jonas, many thanks for such wonderful tutorials - it feels like a breath of fresh air in all theese youtube vray tuts :) I have a small question - can you please tell me what the difference in terms of shading phys. correctness and rendering speed in your approach and official vray snow shader-tutorial?( docs.chaosgroup.com/display/VMAX/Creating+Snow+with+VRayStochasticFlakesMtl ) - Is VrayALSurfaceMtl better for snow than VRayFastSSS2 ? As I assume, your shader values must be more correct ? (+-200RGB for mid-old snow - 80% RLV + GGX) Thank you very much in advance
Hi, overall that's a different approach. I am generating all the details with a real displacement map. The bright sparks in the shader come from the actual displaced geometry detail. In the tutorial you mentioned the geometry itself is very simple and flat and they create the hightlight with the stochastic flakes map. Overall I think if possible you should displace those details in geometry to get a more realistic effect but if you have a whole environment scene then the approach with the stochastic flakes is more efficient because you don't need that much detail. In temrs of shading both are quite similar, I use ALSurface and they use SSS2, I personally prefer ALSurface and think you can get nicer results with it but its again more ressource intensive. So as always it depends on your requirements and needs, there is no one solution fits all scenario usecase :)
@@JonasNoell if i put a gradient ramp and change it to radial and put some of the noise in it , it would work btww its just to check right ?? one more thing that edge length didnt work in mine
The gradient Ramp I just used for testing to see what edge length I need to chose. But you can also use with the noise if you want. What doesn’t work about the edge length exactly?
@@JonasNoell it works in rendering the noise but didnt worked with vrayedge tex , and i am having some problems , beginner in procedural tex stuff , if i ask does that bother you thanks!
✅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
Just used this concept for a cereal shader. Thanks Jonas!
I just want to say that I have used Vray for maaaany years. And the quality of content of your videos are amazing. Really in-depth quality stuff, no fluff, straight to it. Anyway, I subbed. Looking forward to see more. I hope your channel grows. Thanks for sharing.
Thank you, that's really motivating to hear!
Dude, the way you explain is so amazing, I don't know why you don't have more views and followers, thanks so much for sharing your knowledge!
Thanks for your feedback :-) Working on attracting more viewers but it takes time...
perfect tutorial doesn't exi... !
thank you so much!
awesome ! Thank you.
Happy New Year! I finally got around to watch your tutorial and its another good one!
Since I haven't seen any snow for quite some time I'll take your word it that it looks that way ;)
cute and awesome!
this is clever
It would be cool to see a turntable of the snowman at the end ;)
You are right, unfortunately didn't have the time to render it out anymore and with SSS it takes a bit each frame :)
nested dielectrics in Vray? It is possible?
Not really sure what you mean by "nested"?
Hey, really useful and awesome tutorial! :)
I have one question though, at 1:50 you talk about how vraydisplacement does a combination of displacing geometry and adding bump if mesh is to low res, is there a way of disabling the bump effect and only make it displace?
I would like to control the bump and displacement separately
I know in blender when working with displacement you can choose 1 out of 3 options, "displacement only", "bump only" and " displacement and bump", that way you have alot of control and I was wondering if you can do something similar in VRay?
Thats not possible through the VRay Displacement Modifier. I would also prefer to have an option for that.
But as a workaround you could apply a Turbosmooth to the subdivision level you want and apply a standard 3ds Max Displacement Modifier. And then just use the Bumpmap through the shader.
Yeah that could work :) Thanks for the answer! Keep up with these awesome tutorials! :)
My vray displacement mod doesnt really affect the model itself so much as the surface of the sphere. As you show in this video it actually distorts the sphere it self in a way. like at 4:18 into the video.
You have a very beautiful snow! I repeated as in the video, but I got a different result, not realistic and not at all like yours. I think it's about lighting, please tell me how you set up the light in your scene.
Thank you very much in advance for your reply)
Lighting is not part of this tutorial. If you wanna know how the scene is setup you can download the scene files and analyze it yourself.
Hi, great tutorial.
Do you know if theres a way to displace over the edge of a box in Vray? If I use subdivide as you did it makes the box round, if I add some loops it breaks at the edges. I am trying to create the effect of smooth sides with some parts missing (torn out) like you did with the second noise modifier, but cant find a way to make Vray wrap it around edge and actually "bite it off". You can maybe do it with displace and some booleans, but i doubt its a workable solution for any realistic detail. Thank you very much.
Hi, you can do that by just using 3D Mapping instead of Subdivision. This way it will not change the baseshape of your geometry. If your geometry still breaks make sure that you have the TightBounds options enabled, this way it should make sure that there are no gaps opening up. That being said displacement works best in parts where there are no UV borders and/or very strong corners.
Can someone help me? When i use the subdivision option nothing happens to my object.
How did you create that gradient radial background?
You can just use a gradient ramp in radial mode for the background ond/or add some vignette in the camera.
What base form did u use to make the first sphere?
That's based on a cube with one turbosmooth modifier applied to it.
Hi Jonas,
Happy New Year! Awesome work Jonas. Good effort and well explained. I am a retired teacher, so I know how difficult to put together a good lesson :). I am wondering what is the System Configuration of yours. Do you mind sharing the Hardware information? Maybe I can afford for a hobby :). Much appreciated.
Hi, happy to hear that! :) The hardware setup I'm using is Dell Precision T7810, 64GB, 2x Xeon E5-2698 v3. You can get everything second hand quite affordable.
@@JonasNoell Thank you for a quick reply. I wish you all the best and great success! what would be the graphics card be?
@@learntrial573 My GPU is very cheap Quadro P1000, because I'm not rendering on the GPU and not playing any games :)
@@JonasNoell Thank you!!!
Really surprised you didn't use any stochastic properties to fake the small unique glints that things like snow and sand produce! Still, great video!
Yes, I tried to mainly focus on displacement in this tutorial, thats why I added those tiny spikes which will create a similar effect as they collect the specular highlight. I left the shading itself is quite basic.
I'm also not really a big fan of the stochasitc flakes in V-Ray to be honest, they never really tend to give me the effect that I'm looking for, so until I can let them do exactly what I want them to do I probably wouldn't really include them in a tutorial as of yet :) But it's on my list. Did you get some good results using them?
@@JonasNoell I did! For carpaint, and to fake some flaky look on a metallic fabric (some sport jacket with reflective bands). But I would agree that it's a bit hard to work with; the flakes always come out too strong and the settings aren't overall the most intuitive. I did appreciate your insights on displacement though, it reminded me that a LOT can be achieved with a clever mix of noises. Cheers!
Ok great to hear! For car paint flakes so far I normally use normal maps because then I can control exactly the shape, intensity, aliasing and so on. The stochastic flakes for me always looked like some over bright un-aliased dots that appear in places where I don’t really want them, but as said I might have been using them not in the intended way. I will give them another look :) The good thing is that in V-Ray there are always a couple of ways to do the same effect so everyone can pick their favorite ;)
@@JonasNoell After further consideration, you're right the VRayCarpaint (and VRayFlakes) material are a bit wonky. The VRayStochasticFlakes one is definitely solid though, I just used it to create some wax seal with a metallic finish and the result is just gorgeous. I'm sure you could get the hang of it very easily :)
@@lemathmath Sounds great, good to hear that :) I will definitely give it another try! Are you using it in a VRayBlendMtl with very low blend value? Or in additive mode? For me I always was having the problem that they kind of show up everywhere while I want to have them very subtle in the shadow parts and very pronounced in the highlights but at least in my test it seemed quite difficult/annoying to balance. But maybe I gave up on it to early :)
Hello Jonas, many thanks for such wonderful tutorials -
it feels like a breath of fresh air in all theese youtube vray tuts :)
I have a small question - can you please tell me what the difference in terms of shading phys. correctness and rendering speed in your approach and official vray snow shader-tutorial?( docs.chaosgroup.com/display/VMAX/Creating+Snow+with+VRayStochasticFlakesMtl ) - Is VrayALSurfaceMtl better for snow than VRayFastSSS2 ?
As I assume, your shader values must be more correct ? (+-200RGB for mid-old snow - 80% RLV + GGX)
Thank you very much in advance
Hi, overall that's a different approach. I am generating all the details with a real displacement map. The bright sparks in the shader come from the actual displaced geometry detail. In the tutorial you mentioned the geometry itself is very simple and flat and they create the hightlight with the stochastic flakes map. Overall I think if possible you should displace those details in geometry to get a more realistic effect but if you have a whole environment scene then the approach with the stochastic flakes is more efficient because you don't need that much detail. In temrs of shading both are quite similar, I use ALSurface and they use SSS2, I personally prefer ALSurface and think you can get nicer results with it but its again more ressource intensive. So as always it depends on your requirements and needs, there is no one solution fits all scenario usecase :)
how to make that gradient ramp ??
Hi, it is just a standard gradient ramp texture, set to radial instead of linear, then you can make some circular displacements.
@@JonasNoell if i put a gradient ramp and change it to radial and put some of the noise in it , it would work btww its just to check right ?? one more thing that edge length didnt work in mine
The gradient Ramp I just used for testing to see what edge length I need to chose. But you can also use with the noise if you want. What doesn’t work about the edge length exactly?
@@JonasNoell it works in rendering the noise but didnt worked with vrayedge tex , and i am having some problems , beginner in procedural tex stuff , if i ask does that bother you thanks!
@@none53 For the vrayedge tex, make sure the option "Show subtriangles" is enabled, then you should see the edges for displacement
lol dude, slow down