Vray Tutorial

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Alfie Overacre

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Aug 5, 2024, 1:33:09 PM8/5/24
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Wonderingwhere to start from? Here you can find learning resources like official video tutorials, free scenes, webinars and more to help you get up and running quickly and master your rendering skills.

In this video tutorial series, Boyan Petrov, 3D artist at Chaos, demonstrates the essential steps to create stunning photorealistic renders and animations for your SketchUp projects with V-Ray. All scenes and assets are available for download to help you practice.


Learn how to take real-time Enscape projects to V-Ray 6. V-Ray reads Enscape materials, lights, and compatible assets, and allows you to build on your work by fine-tuning components or substituting them with hi-res equivalents.


Learn how to add the right clouds for your scene using the procedural clouds in V-Ray Sun & Sky system. Control their type, variety, density, and height, and animate beautiful timelapses for your sun studies.


Use the new scattering tool to quickly and easily add extensive entourage. Add hundreds, thousands, or even millions of Chaos Cosmos models and objects to any surface without encumbering SketchUp or Vision. Control their density, size, and orientation and create realistic terrain for your exterior scenes.


To get started you'll need to download and install the V-Ray extension for SketchUp. It's important to confirm that your system meets the recommended system requirements before proceeding with the installation.


Watch this webinar recording on architectural rendering using V-Ray for SketchUp, and discover the secrets to creating stunning, realistic visualizations.

Whether you're an aspiring visualization specialist, an established architect or designer, or just a curious creative, this webinar is your gateway to transforming your SketchUp models into breathtaking, realistic visualizations.


Join Boyan from the Chaos 3D team as he showcases some of the powerful new features and demonstrates how they can help you streamline your workflow and create faster than ever before. You will learn how you can save time and assure seamless end-to-end design process with the Enscape to V-Ray compatibility, how to create beautiful skies with less effort and how to build complex geometric patterns for materials with ease and much more.


We generally do not offer refunds, but if you feel the product you have bought is not as described, please email sh...@peterguthrie.net with both your proof of purchase (email receipt showing order number) and the reasons for why you feel you are entitled to a refund. We will do our best to help.


This is a quick tutorial to show how I add extra details to the edges of surfaces. In this scene, I wanted to make the hard edges of the concrete appear rougher and less uniform. Vray comes with a map called a vrayedgestex map that you would normally use to make wireframe materials (eg hidden line renders). It can also be used as a bump map to give the illusion of rounded edges.


In the 3 examples below, I have applied a vrayedgestex (red for clarity) to the diffuse channel of a grey material, the second is a black and white noise map, and in the third I have combined the two by using a vraycomptex map. The vraycomptex map is set to multiply which gives the effect of breaking up the otherwise smooth red line around all the edges of the table. Setting the vraycomptex to multiply is like blending modes in Photoshop, and about as easy to understand - I recommend experimenting with the various modes till you get a feeling for what each do.


So in the material editor, at the top I have a vraycomptex in the bump slot called 'edge01' which adds together the next vraycomptex 'edge02' and the standard bitmap bump jpg for the concrete material. 'edge02' is the one that multiplies together the vrayedgestex map and the noise map. You should set the vrayedgestex to white, and change it to world units. I work in millimeters so 2.5 was about right. You can then play about with different types of noise maps, but the settings I have above worked well for concrete.


Before I get on to the material settings for the grass I'm going to show how I used similar techniques as in part 1 to make shorter grass. This time, I made 5 new individual blades, and made them a lot smaller, more random and also gave them a texture.


I made 3 lengths of grass, the longer ones had taller, less curved, blades. These were then scattered about 1000 times onto a 500mm dia. circle using advanced painter in randomize mode. The next step was to attach all blades into one editable mesh/poly and reset the xform, this seems to be vitally important before exporting it as a vrayproxy. Before I did this, the vrayproxy was using huge amounts of memory when rendering.


Longer grass - some stats: approx 8000 polys per proxy x 1000 proxies = approx 8 million total polygons. 3dsmax uses about 2 gig memory for this scene and each view rendered pretty quickly considering I had vrayfog and depth of field on.


Note: I use vrayscatter (a commercial plugin but well worth the money) to scatter the proxies. There are lots of tutorials for it here. You can also use scatter by Peter Watje, advanced painter, Forest by Itoosoft, Groundwiz Planter or 3dsmax particles.


The main material for the grass is a multi-sub object with 3 materials within it. Each of the original 5 blades of grass were assigned one of these material IDs at random before they were scattered. Each material is a vraymaterial within a vray2sidedmaterial. Hopefully the screenshots are enough to describe the set up. The three sub materials are all essentially the same, and use the same Bitmap, but use a color correction map to subtly shift the colour (hue). The vray2sided material gives the SSS effect, and is the best option for thin geometry (no thickness) like grass and tree leaves.


You can optionally try turning off 'trace reflections' to try speeding things up. This means the grass will still pick up highlights from the sun, but won't pick up proper reflections, like the colour of the sky. I found the speed increase to be hardly noticeable in my tests, and it just didn't look as good.




There's nothing special about my render settings or scene set up for this scene, just a vraysun & sky, vrayphysical camera and my usual colour mapping settings. To make the renders look a bit more interesting I decided to play a bit with sun and shadow, and also back lit the grass so that the transparent effect was evident. As you can see from the screengrab below, I have the sun coming from slightly behind the brick wall, and it is also very low in the sky. When experimenting with materials it's very important to set your scene up to mimic an effect you would see in the real world.


So after a much longer than expected hiatus from the blog world, I have finally begun to break down the mystery of Vray materials for my faithful followers! I have been excited to receive comments and questions on my previous tutorial on lighting in Vray and hope that this tutorial will promote further discussions on various techniques and uses of this very powerful render engine.


I have created a few solid objects that we will use throughout this tutorial. For illustrative purposes, I have used various shapes as the light and materials will all interact differently depending on the shapes. For now I have created all these objects on the same layer, but we will change this soon.


Therefore, I am looking for some good tutorials for using Vray to make my renderings appear more realistic and if anyone knows some helpful videos please share down below.

And any pointers or advice is also welcomed.


Well, I did these from the exercise just following along. Doing something original will take more work. I have to resist the urge to dive into one of my already high poly models, and just start with something simple.


In this tutorial, you will learn how to optimize bucket settings in V-Ray. The tutorial tackles the basics of technical reasons behind the performance of various bucket settings and gives tips on how to set your scene for cloud rendering - so you can save your time and money.


We tested various types of scenes with different bucket settings like sizes, and ratios to check which ones are most RAM and rendering speed efficient. We also checked rendering sequences for their performance and perks.


Yes, the demo and full version have the same feature range, the demos limitations are a watermark in the upper left corner, and the render output is limited to 600x450.

Even the vray material preview works within Blender (similar to Luxrays embeded material preview)


Hello to everyone! i want to say i'm so exited when i saw this images by first time, I'm the designer of casa provenza and i feel so proud to see people in the other side of the world are using it as an example in this tutorial, I don't expect people know my name or something but i'll be very happy if people recognize my work, Hi from mexico

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