V-Ray | PROCEDURAL TERRAIN | Fully Automated Shading Setup

Поделиться
HTML-код
  • Опубликовано: 3 окт 2024
  • КиноКино

Комментарии • 78

  • @JonasNoell
    @JonasNoell  Год назад +2

    ✅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

  • @ss54dk
    @ss54dk Год назад +5

    I can say your render tutorial result is the best in the whole youtube

  • @mikegentile13
    @mikegentile13 Год назад +4

    It's like Christmas for me each time you upload a new video!

  • @EUFEMIOS
    @EUFEMIOS 7 месяцев назад +1

    Лучший иностранный канал по V-ray! Я за сегодня столько новых трюков узнал. Спасибо тебе)

    • @JonasNoell
      @JonasNoell  6 месяцев назад +2

      Спасибо

    • @EUFEMIOS
      @EUFEMIOS 6 месяцев назад +1

      @@JonasNoell Since you answered in Russian, I respect you and from now on I will write comments in English)

    • @JonasNoell
      @JonasNoell  6 месяцев назад +1

      Haha no worries, happy to have some viewers from Russia@@EUFEMIOS

  • @roymor6200
    @roymor6200 Год назад +1

    Thanks Jonas.
    Every time we learn new and smart things from you

  • @victorschroers4480
    @victorschroers4480 Год назад +3

    Great video!
    I'm not even a V-ray or 3DMax user but you explained the process and talked about what happened instead of naming the nodes which is really informative and easily adaptable to other render engines like Cycles or Redshift!

    • @JonasNoell
      @JonasNoell  Год назад +1

      All the stuff is normally applicable to most render engines. That’s why it’s important to learn concepts instead of which buttons to push 😀

  • @OlivierGAGER
    @OlivierGAGER Год назад

    All my questions are answered by this channel. thanks for all your tutos!

  • @F10F11hm
    @F10F11hm Год назад +2

    Thank you! Always in awe of your clean, procedural workflow techniques!

  • @Radinian
    @Radinian Год назад +1

    Thank you!
    This is great, i learnt alot from all tutorials
    God bless u

  • @muratklcoglu2388
    @muratklcoglu2388 Год назад

    mate it's a tremendous work that you sharing with us. When I was saw this work when you first publish the work from twitter. I was ask you about philosophy of this work couple of months ago. You were kindly answered my questions. Glad you shared the details of this with us. ty!

  • @im4999
    @im4999 Год назад

    Great Tutorial! I really learn a lot from you. Subbed and Patreon account. Best money ever spent. Thank you! Probably you are a busy men but don't stop making these tutorials please.

    • @JonasNoell
      @JonasNoell  Год назад

      Awesome happy to hear it’s helpful to you! Will keep it up!

  • @jimmwagner
    @jimmwagner Год назад +1

    Always excited to see a new tutorial!

  • @intiazrahim
    @intiazrahim Год назад

    Happy 2023 Jonas! Yet another great tutorial. This channel is so underrrated.

  • @emf321
    @emf321 Год назад +6

    Older Vrays do not blend the displacement maps when using Vrayblendmaterial. You'll have to create a separate blended displacement map using composite map with falloffs in your masks, and slot that into your base material displacement map slot. However I would like to know, also for older vrays, an alternative workflow to get a similar effect created by "UVW Randomizations".

    • @JonasNoell
      @JonasNoell  Год назад +1

      Oh yes, that is true, the displacement blending through the BlendMtl is only supported in more recent versions (unsure which one exactly). In this case as you mentioned would need to go through the VRayDisplacementMap with a composite and the same masks as in the BlendMtl.
      As for UVWRandomizations/StochasticTiling I don't think there is a way to emulate this with earlier versions. You could however randomize the Rotation and RotationAxis in the TripPlanar which will make the repetitions less visible as they wouldn't happen perfectly vertically and horizontally anymore.

    • @seandunderdale
      @seandunderdale Год назад +1

      @@JonasNoell Yeh thats how I used to do it. Networks were a lot more bloated. Two or three copies of tri-planars for each texture, all mixed and blended with noise maps. UVW random is essential!

    • @JonasNoell
      @JonasNoell  Год назад

      Yeah it’s much more clean now. Just need one or 2 triplanars to control a ton of maps

  • @fadisoueidi4127
    @fadisoueidi4127 Год назад

    this is Epic! Thank you very much. Cheers...

  • @nicolabarbano9464
    @nicolabarbano9464 Год назад

    Hi Jonas, great and very useful as always!

  • @scpk2246
    @scpk2246 Год назад +1

    Suggestion: PROCEDURAL MASKING OF TERRAIN (e.g. 1 Soil Object - where rocks, grass, etc. are distributed on desired area using Chaos Scatter)

  • @narenjakable
    @narenjakable Год назад

    excellent as always.

  • @reedfish99
    @reedfish99 Год назад

    Instant sub from me! Great video, thank you, can’t wait to use this, and check out your other videos!

  • @1982masood
    @1982masood Год назад

    LOVE YOU BRO

  • @mahihsz1710
    @mahihsz1710 9 месяцев назад

    thank you❤‍🔥

  • @cgimadesimple
    @cgimadesimple Год назад

    Thanks for this video!

  • @ugurguneysu4403
    @ugurguneysu4403 Год назад

    Awesome , thank you!

  • @printheartly
    @printheartly Год назад

    Very nice and great tutorial❤

  • @ahmadserro
    @ahmadserro Год назад

    💛💛💛

  • @chrisheath786
    @chrisheath786 Год назад

    Great! Thanks!

  • @pixelquarry
    @pixelquarry Год назад +1

    Another great tutorial! I'm always impressed how stable interactive rendering seems to run on your system. Mine doesn't like too many changes in the scene or it will crash Max. I wonder why that is. Anyways, learned something today, thanks.

    • @JonasNoell
      @JonasNoell  Год назад +1

      There are rare situations when it crashes but I won’t include that into the videos of course 😀 In general it’s running quite stable though especially with V-Ray 6 for me. In general the simpler your scene the better. I normally just use brute force for GI during IPR for example

  • @schwarzes_Tshirt
    @schwarzes_Tshirt 3 месяца назад

    ❤❤❤

  • @coacollective691
    @coacollective691 Год назад

    so good! thank tou sir!

  • @weiliang7788
    @weiliang7788 Год назад

    thank you!

  • @jinliang43
    @jinliang43 Год назад +1

    Really learnt a lot from your tutorials
    Will you explain gamma 2.2,1.0 and color space in the future?
    I don’t know why gamma is important and with 2.2 standard value. Most of the gamma I use is 1.0, but still can get the result.
    Thanks

    • @JonasNoell
      @JonasNoell  Год назад +1

      I already have a bunch of tutorials about colorspace (Aces), you can check those out

  • @abdullahubeyd3060
    @abdullahubeyd3060 Год назад

    thanks

  • @AlexUdilov
    @AlexUdilov Год назад

    THX MAN

  • @MaxWillis-qe1cf
    @MaxWillis-qe1cf Год назад +1

    I so deeply wish there was a Maya version of this exact workflow. I'm working on a terrain in V-Ray for Maya and I'm having to figure out Maya equivalents to some of the 3DS Max shader variables.

    • @JonasNoell
      @JonasNoell  Год назад +1

      It's the same renderer with the same functions. Understand the concept behind it, not which button you need to push 🙂Then you can transfer it to any software.

    • @MaxWillis-qe1cf
      @MaxWillis-qe1cf Год назад

      @@JonasNoell Absolutely, and that is what I have done for all your other workflow films. The ocean shading one was invaluable, so thank you for that. The reason I'm whingeing is that it's crunch here and I'm already so tired! 🤣

    • @none53
      @none53 Год назад +1

      What a coincidence, Max is using maya.

    • @MaxWillis-qe1cf
      @MaxWillis-qe1cf Год назад

      @@none53 😭

    • @none53
      @none53 Год назад +1

      @@MaxWillis-qe1cf 😀😬

  • @CristianWSoza
    @CristianWSoza Год назад +1

    Love your procedural done textures. Not sure if you take requests but Here is one. Dirt and mud on car wheels as well as car body please..why I ask is cars for example rarely clean. Could this be done procedurally?

    • @JonasNoell
      @JonasNoell  Год назад +1

      Always interested in requests, so thx for that. If you interested in Car shading, I have a whole course available on Patreon. It includes procedural approaches to dirty up shaders.

  • @gurrrgurrr8194
    @gurrrgurrr8194 Год назад

    Hello. thanks a lot for the tutorial. I would like to ask where to find the "Mapping source" using Corona bitmap? thank you.

  • @emirsafak1202
    @emirsafak1202 Год назад

    Hi, great tutorial and video! Cong....Can you share the ocean shader it is very realistic speacially front side

    • @JonasNoell
      @JonasNoell  Год назад

      There is a video about it in my channel or you can download the scene files form my Patreon

  • @seandunderdale
    @seandunderdale Год назад

    Did you need yo use the displacement texture on the grass scatter to offset the grass's base position? Scattering doesnt take displacement into account, so I heard you can plug the displacement map into the scatter and offset the scatter position using that?

  • @losimple
    @losimple 4 месяца назад

    Hey man really awesome tutorial. I am a Maya user but sometimes we need to follow Tutos from some other softwsres to understand why things are not going well. In my case, I am doing a rock like this coming from megascans. The textures come with a fuzz for the moss effect, and cavity and AO. Do you know how to plug that maps in a standard Vray MTL? Thank you so so much

    • @JonasNoell
      @JonasNoell  4 месяца назад

      I normally don't use Cacity and AO, those are maps baked out for use in game engines. If you render with actual displacement then I wouldn't bother with those. For the fuzz, is that a map to mask out where moss would be placed? Then you can use this as a mask for your scattering system, no need to use it in the VRayMtl itself.

    • @losimple
      @losimple 4 месяца назад

      @@JonasNoell Thank you very much. Very useful !!!

  • @gocg
    @gocg Год назад

    Hi
    Thanks for your awesome tutorial
    I have a project that i must design a forest
    you method makes my work super easy
    but there is a problem
    rendering and animating team using blender
    is there any way to export this shaders?
    even chaos scatter ?
    again thanks for you tutorials

    • @JonasNoell
      @JonasNoell  Год назад +1

      That's not so easy. You would need to bake those transformations into UVs. You can check out some tutorials about texture baking in 3ds Max

    • @gocg
      @gocg Год назад

      @@JonasNoell THANKS

  • @nilsbrekke5681
    @nilsbrekke5681 Год назад

    Hi, nice tutorial. One question. Does the chaos scatter take into consideration the vray displacement? Cause Im used to the displacement in rendertime to mess up the scattering done on the original mesh. So if you would have displaced the mesh more than the height of the grass the grass would be covered under the rocks.

    • @JonasNoell
      @JonasNoell  Год назад

      Hi, unfortunately it doesn’t respect the displacement as this is only added during rendering. The chaos scatter placement relies on the non displaced mesh. So in certain situations or heavier displacement you will have issues in that regard unfortunately

  • @CrazyJampBoy
    @CrazyJampBoy 10 месяцев назад

    Will it chenge when we move camera? Can i make an animation with this type of mapping?

    • @JonasNoell
      @JonasNoell  10 месяцев назад +1

      Camera animation is fine. The only issue would be deformations on the geometry itself so if you animate a FFD, Bend or whatever geometry modifier then you will get unwanted effects.

  • @foliumcore
    @foliumcore Год назад

    Is it possible to get this to work in cinema4d? The main problem I'm having is that I have to use a geometry tag for displacement, and only one geometry tag is allowed for one object

    • @JonasNoell
      @JonasNoell  Год назад

      I'm not very familiar with Cinema4d. But why would you need multiple geometry tags? Can't you just do it with one?

  • @keithyakouboff8755
    @keithyakouboff8755 Год назад

    I could really use a tute like this for Maya. As it stands, there are no recent (within the past two years) tutorials for doing this in Maya. Translating the usage of the triplanar and randomizer nodes was not possible. *sigh*

    • @JonasNoell
      @JonasNoell  Год назад

      Really? I'm quite sure that Triplanar and UVWRandomizer also exists in V-Ray for Maya or?

    • @keithyakouboff8755
      @keithyakouboff8755 Год назад

      @@JonasNoell They do... I seemed to eventually get something figured out. It was a bit different and I had to do some trial and error, but I got something. But, another problem came with the displacement mapping, since the displacement attribute's not in the V-Ray shader node in Maya. So, combining them the way you did the other textures was not possible.

    • @JonasNoell
      @JonasNoell  Год назад

      @@keithyakouboff8755 You probably need to combine the displacement textures in a composite (or the maya equivalent) and then mask them the same way like in the BlendMtl (or it's maya equivalent)

    • @keithyakouboff8755
      @keithyakouboff8755 Год назад

      @@JonasNoell I thought of something like that, but I wasn't sure exactly how to implement it.
      Ya know what though, it's okay. I still learned something. You're a good tutor.
      And, while Maya's my bread & butter, I do study a little Max on the side (got an Indie license for it) because I want that extra gun on my belt.

  • @phanigurram
    @phanigurram Год назад

    can we get same result by exporting it to unreal?

    • @JonasNoell
      @JonasNoell  Год назад +1

      Good question but I'm not very familiar with Unreal so I can't give you an answer

  • @yuanzhang8448
    @yuanzhang8448 Год назад

    vray的散布如何匹配到带有置换的地形上呢 稍微离得近点不会看出穿插吗

    • @JonasNoell
      @JonasNoell  Год назад

      Hi, I would like to know what you are saying but my Chinese not good enough to understand :-)