V-ray Material Download

0 views
Skip to first unread message

Kerby Reynolds

unread,
Aug 5, 2024, 2:12:44 PM8/5/24
to subpayrarac
Thereare a number of different materials for use with V-Ray for 3ds Max. These materials are quite versatile and each can be used in a number of ways to achieve different looks as needed from simulating simple surface properties like plastics and metals to complex uses such as translucent objects, subsurface materials such as skin and even light emitting objects.

We understand that earlier versions of Vray are no longer supported, however, what we hope is not to have to re-assign completely from scratch all the materials and lights, duplicating the work we have done already, purely because materials cannot be read properly between different versions of Rhino and Vray.


Thanks Gijs. I found installing Vray quite troublesome already, in term of license, so I am not sure if it is actually possible to install two different versions of V-Ray on two diffent version of Rhino. The assumption is that an installation of a more recent V-Ray on Rhino 5 will be able to then read models containing render settings from previous versions. Has anyone tried it before? I am quite surprised that are very few people on the planet to have a similar issue!


Now you can switch the versions with a couple of clicks in the Rhino settings panel.

We have a small tool to directly tamper with the registry entries instead of clicking around the settings panel. But the idea is the same


When I first opened the asset editor for V-Ray 5 it was empty too, but it immediately proceeded to download the asset library from the Chaos Group server. It took its time, as, if I remember right, there was over 3 GB to download.


You might have the same problem as sbk had - something in your computer is blocking V-Ray from downloading the material library. I wonder if it could be downloaded separately by going to the V-Ray website, logging in and looking for it there.


I'm having a very weird issue with the latest version of Vray for Max 2017. If I have an object selected, and I open the Vray material editor, the material that is applied to whatever object I have selected disappears from the editor. Meaning it just turns into flat grey v-ray material, and all my settings are gone. If I hit Ctrl+Z the material will reappear, but it's extremely frustrating and annoying to deal with. If I open the Vray material editor with no objects selected, a random material will disappear from the editor. I have to hit Ctrl+Z every time I open the editor and it's an extra step I shouldn't have to take.


What's worse, occasionally materials will disappear from the scene itself. So I'll be working, and if I have multiple materials applied to different objects in a group, the entire group of objects will turn grey and I lose all of my materials. Crtrl+Z does not help in this case. When this happens, I have to hope that I saved the file recently before this happened and reopen it.


Hi, thank you forr responding. Yes, the renderer is set to V-Ray. Only one material disappears at a time, and it doesn't go to black like when you switch from the V-Ray renderer to scanline, I just lose all of my material properties and it reverts to a flat grey V-Ray material.


Hi Simons

I've got just the same problem that you have. it turns grey and I think also loses the assigned relation to the objects. I'm new to max And 3ds max has this problem with V-ray Material editor... when I switch the material editor to MtlRay (default) it works fine ... looks sth is wrong with the V-ray. I'm using 3ds max 2017 and V-ray 3.40.03 installed on windows 10.

Many thanks


As @rendermaster noted, if Vray isn't the current renderer it will render those vray materials as a flat gray color with no shading. You might check to make sure that Vray is the current material editor renderer. If it is and the problem persists, you should contact Chaosgroup as Vray is a 3rd party plugin.


Hi,

I found a solution for my issue and it's simple and weird.

it might solve your problem too

I tried all the solutions that our friends here recommended them such as setting default render engine, etc.

But accidentally I realized that opening the v-ray material editor using it's "dedicated toolbar icon" creates this malfunction.

I prevented this issue by simply just opening the material editor via pressing "M" shortcut key on the keyboard.


Hey all, this is WAY late in the game...only 4 years later, for some reason I never received notifications for this post and randomly got a notification two days ago even though the last reply was in 2018...weird! Anyway, I never did get to try any fixes, just eventually moved onto later versions of software and the issue sorted itself out. I'm willing to bet the "M" key was short for "Magic" though based on others' comments Thanks for the responses and I'm so sorry I didn't get to capitalize on the great suggestions here!


So I'm new to enscape and fairly new to rendering in general. I am using Rhino 6, with Enscape as the render export/video maker. However I have been using vray for materials, and they all have a very high reflection/glossiness when rendering out in enscape. I saw a post somewhere saying that vray materials don't work well with enscape but no solution/workaround for somebody who like me has all the materials already set, and mapped. I was hoping somebody might have some advice on how to either get the vray materials into materials that render better with enscape or a potential tweak to the materials in vray that would remove the gloss/make the two plugins work better together. Thanks for any advice.


Working with Substance designer may help you on being consistent in the creations of maps such, Reflections glossiness and Displacement, etc etc. That otherwise are kind of tricky to create with Photoshop and honestly not many people take the time to produce them right.


But seriously, thanks for your reply. So what you're saying is that designer is basically a map creator. So however great looking you make your material look inside of substance, you will still have to do work on it inside of max to make it look tip top for V-Ray.


Well substance designer is a little more than a map creator, the 'problem' is that V-Ray does not manage the materials the same way. Actually they are just now working to create or make it compatible with the new gen materials or PBR which was develop for game engine not for ray tracer engines.


Material is Material regardless where the texture inputs came from. If you create them manually yourself in Photoshop, or use procedural generator, it's still only bitmap. You can use Substance tools in any way you want, take only parts of it, combine it with anything else.


Quality, in either case, still depends purely on your skill. You can think of Substance as procedural Photoshop, just another tool. The one you are more proficient within will give you better textures. And then using those textures to create complex shader depends on another skillset altogether.


( small pevee :- ) PBR isn't from game world, it's buzzword created by Disney. It's only a coincidence real-time engines like Unreal were much quicker and thorough in implementing it than offline raytracers. Vray and all the other big players thought they are physically correct (plausible should be better term) because they follow energy preservation and stopped any research there, but there is so much more to it. Vray, up till now (along with Corona and tons of others...) had quite weird (shiny...) fresnel, often odd brdf model, clipped glossiness/roughness range,etc...


I always thought V-Ray was physically based long before Unreal etc. Has unreal just taken it further with the metallic/roughness work flow? I understand that V-Ray is more spec/gloss. If you created a specular and glossiness map in substance, are these directly related to reflection and reflection glossiness respectively within V-Ray?


But if you use GGX brdf in VrayMtl, it should match. The result will be 100perc. consistent only with the VraylAlMtl (which Vlado coded from open-source Arnold's AlSurface shader, based on Disney's PBR), which currently isn't complete.


The whole Metallic workflow is only more convenient, it doesn't give any different result at all. It's just more artist-friendly (and easier on real-time engines because it needs one less map). But I really wish it would become 'THE' standard, so we can use the same textures across every application.


Imagine one-click button from Vray/Corona/etc.. to Unreal4 ? That would be the benefit. Devs just need to stick to one standard, and kill the spec/gloss. Or do like Redshift did and support both ( Redshift has 'invert glossiness' checkbox so you can convert textures little bit easier).


Regarding physically based crap, yes, all the offline renderers were. But new guys on the market just took it farther. Other example of this is that in Vray, Blinn is still the default BRDF model, not GGX. And the fresnel doesn't correctly behave with rough materials. So you have to pull some potato numbers out of your ass in order to clamp the specularity to avoid shining supermario bros look on your shaders. With correct fresnel, you set the specular level to 1 (255) and IOR to 1.333-1.52 and never touch it again. It will work for every (non-metallic) shader, at any glossiness/roughness. Imho this is not geeky stuff, this is another level of artist-friendliness. With shader-model like this, your grandmother could create a material without any CGI knowledge. All you have to decide is how rough surface looks to you, which is eye-balling.


ScriptSpot is a diverse online community of artists and developers who come together to find and share scripts that empower their creativity with 3ds Max. Our users come from all parts of the world and work in everything from visual effects to gaming, architecture, students or hobbyists.


Hi everyone,

I'm new in 3ds max script. I want to define materials based on this document( -Ray+Illumination+Relevance+Test)

I defined some standard materials in 3ds max script, But I don't know How I can set Vray materials in 3ds max script.

Another problem is about map an HDR image on a plane for the window's view out. how can I map HDR image on the plane without effect on interior lighting? Should I map this image in 3ds max script?

I will appreciate it if you help me.

3a8082e126
Reply all
Reply to author
Forward
0 new messages