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As a general rule, I recommend you do this manually anyway. I always put any V-Ray texture maps needed in the same Rhino .3DM folder. Later, I can simply copy / sync / move the entire project folder to any computer I want.
With V-Ray 5 permanent support for the SketchUp texture colorization functionality is added. Note that it does not affect the material preview in the Asset Editor but only the appearance of the rendered image.
The ability to add additional layers allows creation of composite materials. Each layer is an additional coat, where the topmost layer is the outermost one. Opacity texture maps can be used to control the appearance of each additional layer. The workflow is generally used for the creation of reflective materials with an extra coat of glossy finish, uneven glaze, extra flakes, or emissive elements.
In SketchUp a texture is required to manage the texture mapping of the material in the viewport. Some of the V-Ray materials (generic materials) provide material binding settings allowing them to sync the viewport presentation with SketchUp's material editor. Complex materials and materials that have procedural textures linked to their diffuse color slot are displayed with a default V-Ray placeholder texture or the so called, texture helper.
Support for SketchUp texture colorization functionality is added. The option is always enabled. Note that it does not affect the material preview in the Asset Editor but only the appearance of the rendered image.
I made a face. imported material ( by drag and drop in model ) scaled it to the seize I want , exploded it , added to face ( as a defuse it was ok in interactive render ) as soo n as I added emissive layer ( i just copied bitmap from defuse ) , texture unscaled and became 12 time smaller
Not sure if this is an issue but..I have created some posters, align the texture by face.Now I want to add an emissive material. So I add the material, and then I just drag the diffuse poster texture to the emissive texture slot, and select...
So, let's say I want to use one of the materials from VRay's default material library, like this gravel floor bellow. Now, let's imagine we stumble on the following problem: the texture size is too big, we'd want to tile it more times.
Is there another way of scaling the textures, other than opening Hypershade, opening the Textures tab, middle-mouse dragging the texture to the nodes graph, adding a "File", removing the file but keeping the "Placed2DTexture" coordinates and using that to tile the textures?
That said, you'd still want to expand the graph of your shader in the Hypershade, as there's more than one texture, and perhaps you already have 2dPlacement nodes connected. Also, if you need same placement settings to be shared among more than one texture, you can Ctrl+MMB click-drag between the big orange spots in both nodes and those many connections will be auto-made for you:
I've bee unable to get transparent textures w/ alpha channels to render in vray at all. They appear fine and correct in the material editor, however they are invisible/ random visual errors when rendered. I've tried standard materials, and vray materials to no avail. It's just a simple diffuse texture for a tree, with a separate opacity map for the transparency.
Well, unfortunately I'm away from my system right now. Basically It's a simple texture with a tree branch diffuse, with a inverted opacity map. With the standard renderer, they appear transparent and correct in the viewport, when I switch to vray it has a white background with all of the leaves and renders them invisible. I must be doing it wrong.
Sorry for the slow reply. I've been busy. Well, I'm back to revisiting this problem. I can't show you a render because there's nothing to show. I downloaded the Forest lite plugin from Itoo software. The trees look great in the viewport, and they render fine outside of vray, in Vray they are invisible, can't even see them. Does anyone have a good vray setting file I could just pickup and test? It must be something in my render settings.
You can see the trees in the view port of each render, and they don't even appear in the render. I did not include the material view because it's a plugin and it's being loaded separate from the material editor - I tried making my own, standard material, vray material, and I switched to the plugin because I know it works in vray from other people. Any ideas?
Basically, is there something I can plug both texture file nodes into, which has a slot that I can use to plug in a file to use as a mask? ie, black on the mask means Bump File A will take precedence in this area, and white means Bump File B will take precedence. Tried using a Blend Colour utility node for this but things got messy when I plugged it into the bump slot of my Vray Material.
a bit more practical approach, imho, would be a vray blend material. So you can have independent controls on both materials, in terms of color, spec, refl and so on. No need to layer texture every channel as in the first example. Mask is used to set how the materials mix.
So if Transmutr can get the basic diffuse, reflection, gloss and bump texture file names out of a Vray or Corona material, that would make the material preservation feature of Transmutr very helpful in many real world situations.
Along these lines, is it possible to build materials in UE automatically by reading variables from an ascii file? It is simple enough to script in 3dsMax to write all relevant variables; (diffuse color/texturemap, reflection/refraction, bump, etc.) to a text file. Could a blueprint be made to read data from such a file?
I think you possibly could, many of the copy functions in unreal engine translate into readable text, but it will want to reference texture files that are in the content browser. I was able to make a script for 3ds Max that could translate object positions so that I could place things exactly as they are in 3ds Max that way.
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.
As you can see in above picture the material type is VRayMtl. So if you export it to blender without converting the material, blender will not be able to open the material. (The texture path also will be cleared.)
I have same problem. I have huge 3ds max vray model/material archive. Our studio try to use these models in blender. But we cant found correct way to converter 3dsmax vray to blender. Models are good but materials are not correct. Do you know any workflow to converting? We try maxtoblender addon, bmax addon. fbx exporting etc. no proper solution yet.
I took me about 3 months to finally have an importer for VRay 3dsmax production type archviz scenes. See below an example of an Evermotion scene AI-50. This scene has over 100+ lights, 200+ materials and 800+ textures. Did some minor material adjustments and adjusted the light intensities. I did change the tone-mapping and light intensities for my own preference. Export time of 1 minute and the same for the import. My custom script save me days of manual work in converting this scene. Render time for both were about 1min and 20sec.
I want to convert 3ds max vray material to blender,however the nodes are quite different.If I want to achieve a two-sided material in vray,I use the node Vray2sidedmtl.In blender I can use mixshader and backfacing.But there is a translucency Tex in Vray2sidedmtl so that I can determines which side (front or back) relative to the camera is more visible in the rendering process,how can I do this in Blender?
In addition to Object Properties and Material Properties, every unique object in Rhino has Texture Mapping Properties. These determine the way in which a texture is applied ("wrapped") onto the object. If you need to access these properties, you almost certainly need to use the "Custom" options, as shown at right.
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