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V-Ray | How to RANDOMIZE your models | UVWRandomizer, Triplanar, Stochastic Tiling, MultiSubTex
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- Опубликовано: 16 авг 2024
- In this tutorial you will learn how to use VRayBitmap, VRayUVWRandomizer, VRayTriplanarTex, Stochastic Tiling and VRayMultiSubTex to randomize the look of your models and remove unwanted texture tiling and repetitions.
I am using 3ds Max and V-Ray 5 in this demo but also describe how to use similar techniques for older versions such as V-Ray NEXT and V-Ray 3.
Chapters:
00:00 - Introduction
00:15 - Example Study
00:57 - Model
01:34 - VRayBitmap / VRayHDRI
06:00 - VRayUVWRandomizer
08:29 - VRayTriplanarTex
13:42 - VRayMultiSubTex
16:22 - Stochastic Tiling
19:01 - Final Result
19:18 - Workaround V-Ray NEXT / V-Ray 3.x
20:16 - Outro
Be sure to subscribe to the channel in order to be notified about upcoming tutorials :-)
Check out my Patreon for all my scene files, additional videos or just to support this channel :-)
/ jonasnoell
✅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
you one of the best vray teachers, i learned so many things from you, i wish u the best thank you for all videos
Happy to hear that!
So what are your favourite techniques to randomize the look of your models?
Hi thanks for the tutorial.
I'm still using an old version of vray. Thank's to remember of us. As a tip, is you don't wanna to repet the configuration size parameter in all triplanar texture, you can expose the parameters and use a unique controler parameter to set the values of all at the same time. You can use this to edit simultaneously the tilling of multiple maps
Hi, yes that is of course absolutely correct and that is a good workaround!
I think I also saw a maxscript somewhere that identifies all your triplanar textures and then gives you an option to scale them together. However I appreciate that in V-Ray 5 these workarounds are not required anymore in most cases :) An exception where this new approach also wouldn't work would be for example that you use different textures with different resolution. For example high resolution glossiness map but low resolution color map then you can't control them with the same triplanar node as they scaling would be different. Also in those cases it would still make it necessary to wire them manually with a controller. But anyway for most cases the new approach in V-Ray 5 is much more convenient :)
great stuff. Thank you. 3dmax does ship with an OSL map (under the uvw section). This will allow you to use 1 map to control the tiling of multiple bitmaps in max without vray 5 (or you could use it with regular bitmap instead of vray bitmap)
you can see the uvw transform node in action in this video (not mine) at around 7 mins in ruclips.net/video/Rr3Od-fLm6o/видео.html
Thanks for the video, I will take a look! 👀
That’s great I have spent many an hour copying node and setting them up this will save a lot of time.
Real and honest thank you man ! I've been braking my head from week now how to randomize same material...and you showed beautiful solution :)
Thanks for the feedback :)
Nice, this is something that Autodesk cannot offer, so Chaosgroup did it finally
Man you are going to take Vray to next level. You should get paid by Chaos Group.
Trick to instancing tiling from one map to another map made my life easy. Thank you so much!
This is so useful! Really glad to see this implemented in the new version :)
Extremely helpful techniques, thank you :)
Thank you very much for your video. This is the tut that I have been looking for a very long time.
Nice tutorial, easy to follow like a beginner like me. Thanks for the video, just hope you make another great videos. Cant wait to see your techniques. Thanks
Gold Quality Tutorial ! Thnx for awesome tutorial :D
This is great! I have been wondering how to do this kind of stuff but never took the time to figure it out. Thanks for figuring it out for me! :)
Love the content by the way, however if I can add something: Go into more detail in regards to the "color space transfer function" because a lot of beginners have no clue about the differences between sRGB vs inverse gamma and why they're necessary to understand. Because a lot of third party material plugins like Mixer and Megascans and when you improt them to V-Ray the workflow will be different and users will get different results from yours when trying to reproduce them.
For example the inverse gamma in this tutorials is currently at .4545 and the vraybitmap functionality has a tendency to default to 1.0 sometimes. No idea why, but it will help to go explaining this workflow.
Hi, thanks for your feedback! You are correct that I didn't cover this topic in this tutorial as the main toppic was the different techniques for randomization. But I am planning to cover this topic soon, probably in combination with the new ACES workflow, as I agree it is quite important.
Thank you. Very clear explanation. Subscribed.
Your content is awesome You've just earned a new subscriber!
It’s very helpful and well explained. Thanks.
Thank you so much Jonas! Very clear!
That was very interesting !!!! Thanks for this awesome tutorial !
Glad you liked it!
very nice techniques and useful too 👍👍👍
Thank you man - really helpful stuff!
Simple and brilliant tutorial.. Thanks
Amazing!! thanks a lot!!!
Thnx.. Keep doing such tutorials.. It Is very helpful.
Very Good and clear! Thank you so much!
You just earned a new subscriber! THANK YOU.
Happy you like it :)
Thank you very much, this is really useful !
Thanks so much!
love your content mate :-) keep doing
Great explaining ...thks
Is it still not recommended to use rotation with normal maps? can't this be fixed? for me this is the whole point of the uvw randomizer... :/
there's always something with vray where i'm wondering why this hasn't been fixed... e.g. i still don't understand why we have to use the vraydisplacementmod and can't just set up the displacement in the material editor alongside the other maps and why is it so hard to get displacement on blend materials? sometimes i marvel over the greatness of this application and then i'm astonished that simple things are so complicated...
btw great tutorial as always. with you there's always something extra to learn for example the vraytriplanartex modifier.
nice job
Hey Jonas! Can you also please create a video for vray distance tex. They have some advance use of this map, like creating holes. Creating push effect at certain area of object. But I can really figure this out. And you explanation is really better than Chaos group itself. Thank you so much in advance. Love your videos. Sharing with friends.
Hi, that's a good idea! Will put it on my list!
Thank you 🙏
Thank You.
Awesome
Thx a lot. Well explained. I am following while using Houdini. Thx god I did not buy Redshift!
Good to know that it works similar with V-Ray in Houdini! Check out my other content as well :)
Million Thanks bro the rendered output looks amazing and more realistic Thank you again.
Please teach more fantastic video like this.
Please make video how to create Realistic metal Chrome Aluminum iron like that achieving Chrome in 3dsmax Vray is more tough one please teach us how to achieve realistic Chrome in 3dsmax 2021 Vray 5
Thanks for the feedback That's a good idea, I will add it on my list! :-)
It just wow what did you do!! 🌸
And Plz How can I get this bitmap texure or what it's called?
You mean VRayBitmap?
amazing
thank you!
BIG THANKS!
awesome
Hi, can you make a tutorial to do your studio please ?
Do you mean how to set up a studio lighting?
@@JonasNoell yes :)
@@sneaxs8459 Hi, I don't know if you saw it but there is now already a studio lighting tutorial that you can find in my channel :)
CLAMP OUTPUT QUESTION:
-guys, how to unhide CLAMP OUTPUT in Vray 5 render settings (3DS Max) using a maxscript? (it's hidden by default says chaosgroup
-for I have problem with jagged edges on bright area of an object
(it's easily solve before by SubPixel Mapping and Clamp Output)...
Curious why you just didnt use the Render Que auto update feature in the bottom left corner of the Slate Editor istead of manually updating your bitmaps every time.
No real logical explanation why I didn't :-) You are right, that probably easier. I nornally don't tend to use the Slate Editor, that's why I'm not very familiar with it.
brilliant!
Thank you so much!!
Good to hear it was useful to you! :-)
no comments but wow!
Hi Jonas, how you doing? to do this all abjectas have to be one object, correct? So, I have a radial wood bench I made a polar array, but then when I attached all object together, they take the mapping from the original object, is there something I can do? I applied TriplanarText but still applying same mapping to all objects
You can apply a random offset by element. So even your objects are attached as long as they are separate elements you will still get a random distribution.
can you plz sir make a details video on uvunwrap....???/
Awesome video Jonas! Is there a way to randomize hue and saturation but with stochastic tiling? I have a tile texture in a flat surface which I am trying to create different hues from. Thank You!!!
Hi, UVWRandomizer doesn't really offer this option. But you could check out if there is maybe a custome OSL or so available which does what you need...
very nice
Great tutorial Jonas! Thank you. I was just wondering isnt there an option to randomize hue and saturation on the different elements, instead of having to make 8 different colors and overlaying them?
At present with the inbuilt tools thats not possible. Maybe there is some OSL or something though that could do that though.
@@JonasNoell can you use vray multi sub tex
VRayTriplanarTex is not visible in preview in viewport! It only works in render... Is there a workaround? I would like to see my texture in viewport...
Unfortunately not as they are placed during rendertime.
great!
is Stochastic texturing efficient in a computational way? Can it be used in games?
I think it’s efficient because it is just reusing the same texture over and over again, so technically the renderer just needs to load one texture into memory. But I’m no computer scientist so can’t really tell you for sure... :) As for games the game engine would need to support it. I saw for Unreal engine there were already some plugins that could do it.
how did you create this shader, can u explain a little bit, its looking beautiful
Hi, just standard VRayMtl with Diffuse, Reflection, Glossiness Map and some Bump. Pretty standard. You should be able to see it in the tutorial itself.
Thank you
Hi Jonas, another question - in your VRAY ACES video, is there a way to lessen the cinematic/contrast effect that the ACES does? Or maybe lessen the contrast on just the specific texture?
I think in that case I would just apply an exposure correction in the VFB on top of everything and then reduce the contrast.
@@JonasNoell alright, thanks for your insight :D
Thank you for ur excelent tutorial but i dont know why everytime i click on VRAY BITMAP TO VRAYBITMAP TEXMAP CONVERTER appears: " TYPE ERROR : Create dialogue requires ROLLOUTCLASS, GOT : UNDEFINED " . how can i fix it? thank you soooooooooooo much.
Hi, I'm not really sure what would be causing this problem, never happened to me. You can start a forum post in the Chaosgroup forum and should be able to get help from the developers directly.
@@JonasNoell thank you jonas, i hope more tutorials like this! speciallly about VRAYDIRT on NEXT!! :)
great tutorial ..... 4:48 is there a way to use mapping source if i am using the compact material editor .
Hi. yes there is an option for that in the VRayBitmap where you can just link in your triplanar mapping or whatever. It doesn't really matter if you use compact or slate material editor :)
@@JonasNoell thanks , i see it now
14:50 I had to put my diffuse texture to "overlay" while i set multisubtex to "normal". don't know why it only worked that way. any idea why? i put them both as layer, not layer mask
Did you possibly reverse the layer order? The diffuse should be at the bottom and the multisubtex on top of it, and then overlay should work
Is there a way in Multisubtex that you mix textures by percentages? like in corona multimap, coz in vray it just blend with a solid color...
You can put an rgbColor into the mask and set it to white. Then use the multiplier to adjust the brightness. 0.5 would be 50%, 0.25 would be 25% and do on
Into what mask? You mean the one of the multisubtext map channel?
@@rageadvanced yeah
Hi Jonas, how did you cut the tie of the node?
what is the shortcut
I think just select the connection line and press delete key or which part do you mean in particular?
@@JonasNoell oh, thanks... it's just that simple haha - I thought it was like blender where you can cut the tie nodes
Nice tutorial. But I think normal map can be rotated without any problem. Normal maps should not be flipped.
Hi, I just double checked and actually because it is rotating the actual texture tile you do get problems. You can test this out by using the stochastic tiling on a plane with a very pronounced normal map (like bricks).
@@JonasNoell Of course, stochastic rotating on brick is a bad idea. But I mean rotation normal map is not a problem, when you just rotate it (like going around tile texture in game engine). Flipping normal map is a problem cause you break the color balance normal map has.
How u have only 8k subs!
When I made that video I didn’t even have 1k subs ;) So it’s growing - slowly
Hello would this work in corona renderer? Thanks :)
Good question, you can check if there is a similar node available.
doesnt work
Does work
modeling tutorial
*uninstalls Photoshop*