You are pointing to Refraction's ior while talking about Reflection. Megascans are made at the first place for real time render engine, meaning it's made with OpenGL Normal map, if you want to render it with DirectX renderer (Vray, Corona) you have to flip G chanel. There is so much sense to use both N and D, it depends on case, for example you need some geometry displace but details will come from normal, or your geometry does not have high density geometry (even after disp mod subdivision) and you want to avoid peaks. Also, you can use Weighted Normal mod instead Meshsmooth with 0 iterations.
There is only one IOR (Index of Refraction) which affects reflections and refractions at the same time. In V-Ray though you have the option to unlink the IOR for both the reflections and refractions. However this is not physically accurate and should only be done to achieve certain effects. So in the default state of the shader you normally control everything through the IOR which can be found in the Refraction tab of the shader
Hello, thank you for the tutorial. When I load the material to the scene and render with Vray the object comes black in the render and in the material editor it also looks black. What am I doing wrong?
When I use sRGB for the albedo map, the colors are not accurate. It feels like the colors have more contrast. Do you have an idea of why this is happening? Also, great tutorial!!
It is necessary to lower the Filter multiplier for all maps or in general for Normal and Displacement? I didn't seen this changes for Albedo, for example.
I think with normal or displacement you will see a very obvious difference. For the other maps it’s not really so necessary and I would normally leave that at 1 in order to prevent flickering during animations. For still frames you can reduce it though in order to get the most crisp result possible.
Apparently the recommended way from Chaosgroup is to leave the classic Blur value set to 1 and just reduce the Filter Multiplier in the VRayBitmap. Can't tell you exactly why though, apparently it will give the same crisp result with better performance. VRayBitmap also uses SharpIsotropic filtering which apparently is superior.
I was about to ask the same question ! And for me it was even more confusing 'cause you have the filter multiplier and the blur value in the VrayBitmap.
In order for the new Filter Multiplier to have an effect the classic Blur value should be left to 1. unfortunately the plug-in seems to set all of them to 0,01 as well which also would need to be adjusted back manually.
@@JonasNoell use the Zorb modifier script and you can quickly change all bitmap blur values to 1.0 And remember, the Vray bitmap has much better filtering so don't need to use those 0.01 values anymore, which means faster render times.
It probably depends. If you just use on asset then you can try it out, but for using a huge amount of megascans assets I would probably try to get the details with normal or displacement maps as that is probably more efficient.
@@JonasNoell i tried it on a quixel mesh that has weird smoothing groups . But as i said it didnt change anything . Maybe i have to try some different objects
So far I found for majority of assets from Quixel you would need to flip it in V-Ray. But that doesn't mean there are no exceptions. It seems not really consistent throughout the whole library, especially for displacement maps.
@@JonasNoell i think i've noticed It changed when you deepend the island in it. Like the clear Blue water appeared near the edges of the island. Is that some sorta of falloff/distance map?
!!!!!!!!!!!!!!! Even high quality imported 3d assets 4K or 8K look like low poly assets in my max 2023.. horrible closeup renders.. they dont look high quality at all.. Can you or anyone help? thank you! !!!!!!! I am using Corona .. T4K or 8K texture maps look blurred in closeup.. need help!
some issues with quixel displacement is usually connected to the gamma value read by the internal 3ds max conversion. ( I tried to figure out) so it can look low detailed. As exr are linear and 3ds max adds a gamma curve unless specifically told not to. not really streamlined from the quixel plugin but, an extra step that has to be made for a good result.
Unfortunately the displacment maps from Quixel are also not consisten either. Sometimes you need to load them as raw data, sometimes with custom gamma curves applied to them. Within the snow environment assets itself there are even differences. So I think it's difficult to just rely on the plugin but you need to check every asset when importing if all the maps are loaded correctly.
@@JonasNoell I found out with adding a color correction node with advanced gamma adjustment to ,4545 (0,4545 is the opposite to 2,2) fixes the black and white data needed by vray to do a sufficient displacement, but there is probably better ways to do it.. this number I got from the 90´s
@@SuperMaimed Yes, that works in many cases. However some displacement maps seem different and you need to use a different gamma for different assets, which I find really strange because it's inconsistent... :)
Megascans bridge is very convenient, but i don't understand why they don't do things correctly at first accordingly to Vray shaders workflow (not mentionning ACES). For that reason, everytime i use an asset/shader from Quixel, i tend to use Material Texture Loader plugin. It solves most of the "issues" mentionned there.
I think the 3dsMax V-Ray connection is not their main concern. In the end the plugin just loads the maps and plugs them into whatever connections it can find in the VRayMtl with the default values. Should be improved I agree. Didn't try the Material Texture Loader plugin yet, thanks for sharing!
@DC PROJECT What settings do you use for a exr displacement bitmaps? I'm also using MTL texture loader script and it's quite contradictory to Jonas's guide, specifically with the roughness map he assigned the color space to none but the MTL script assigns inverse gamma 1.0, which will drastically change the output of the shader. So I'm wondering which method is more accurate? Do you know the answer to this?
@@iamski Hi, what Jonas showned is the proper method to set up materials. Unfortunatly there are always manual tweaking, MTL can change the gamma (but not the color space), put ACES color, link parameters, put 100% for Normal/Bump and flip the green channel, and it is already better than nothing... I know there are some scripts who can do a proper job but i've never tried, and MTL keep on improving so hope for the best. Autodesk should really improve their material editor. Regards
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Didn't know the one about Normal maps. Thanks.
great tut. I've always been a bit beuddled by the quixel normal map import settings - you've answered all my questions. thanks a mil!
You can just install UE for free, and have access to all the quixel stuff for free until its used for commercial projects, Great tutorial btw
Alright, good to know!
Great tutorial again! it seems like all of those steps are easily scriptable. We need a convert Megascans to Vray 5 script!!!
That would be helpful but I can’t code unfortunately 😀
this video answer all my questions, thanks
Amazing tutorial 😍 Thank you
Thank you for your time god bless you.
Nice. 😊
You are pointing to Refraction's ior while talking about Reflection. Megascans are made at the first place for real time render engine, meaning it's made with OpenGL Normal map, if you want to render it with DirectX renderer (Vray, Corona) you have to flip G chanel. There is so much sense to use both N and D, it depends on case, for example you need some geometry displace but details will come from normal, or your geometry does not have high density geometry (even after disp mod subdivision) and you want to avoid peaks. Also, you can use Weighted Normal mod instead Meshsmooth with 0 iterations.
There is only one IOR (Index of Refraction) which affects reflections and refractions at the same time. In V-Ray though you have the option to unlink the IOR for both the reflections and refractions. However this is not physically accurate and should only be done to achieve certain effects. So in the default state of the shader you normally control everything through the IOR which can be found in the Refraction tab of the shader
Good morning :) Nice tutorial!
Im having problems with the textures when i scale the objects from quixel! Im new to 3dmax, any suggestions?
Based on this description unfortunately no
Hello, thank you for the tutorial. When I load the material to the scene and render with Vray the object comes black in the render and in the material editor it also looks black. What am I doing wrong?
Hard to tell, sounds more like a licensing issue to me
When I use sRGB for the albedo map, the colors are not accurate. It feels like the colors have more contrast. Do you have an idea of why this is happening?
Also, great tutorial!!
Can you check in your Preference Gamma/LUT Settings that you use a Gamma of 2.2 and affect Color Selectors and Material Editor?
@@JonasNoell Yes, I checked and all the settings are the same
quick question - why do you use the sRGB function for the diffuse map but 'none' for the others?
Because the other maps are data driven maps containing values such as glossiness/roughness, normal vectors, displacement amount and so on.
It is necessary to lower the Filter multiplier for all maps or in general for Normal and Displacement? I didn't seen this changes for Albedo, for example.
I think with normal or displacement you will see a very obvious difference. For the other maps it’s not really so necessary and I would normally leave that at 1 in order to prevent flickering during animations. For still frames you can reduce it though in order to get the most crisp result possible.
thank you bruh
Hi Jonas, I tried with the 3Ds Max 2023 and 2022. It fails the download. Any help pls?
You mean in Bridge?
i don't get it, they come in a wrong scale and the textures aren't organized that well...i hate using it, but sometimes i gotta.
thanks
Nice tutorial, very helpful...again ;) Is there a difference between v-ray bitmap "Filter Multiplier" and the "Blur" value in the classic bitmap map?
Apparently the recommended way from Chaosgroup is to leave the classic Blur value set to 1 and just reduce the Filter Multiplier in the VRayBitmap. Can't tell you exactly why though, apparently it will give the same crisp result with better performance. VRayBitmap also uses SharpIsotropic filtering which apparently is superior.
@@JonasNoell Good to know. I was doing it the old way until now. Yet again one of your tutorials makes me adjust my workflow 👍
I was about to ask the same question ! And for me it was even more confusing 'cause you have the filter multiplier and the blur value in the VrayBitmap.
In order for the new Filter Multiplier to have an effect the classic Blur value should be left to 1. unfortunately the plug-in seems to set all of them to 0,01 as well which also would need to be adjusted back manually.
@@JonasNoell use the Zorb modifier script and you can quickly change all bitmap blur values to 1.0
And remember, the Vray bitmap has much better filtering so don't need to use those 0.01 values anymore, which means faster render times.
Hey, do you recomend downloading and exporting the high polly mesh or just the LOD 0?
It probably depends. If you just use on asset then you can try it out, but for using a huge amount of megascans assets I would probably try to get the details with normal or displacement maps as that is probably more efficient.
how do you get the scene to fade out like that so it doesnt just end. ive never been able to do it well
Try to use VRayEnvironmentFog or AearealPerspective for a more realistic transition.
very good tutorial. Thanks . why don't you use corona render . you never talk about it
I don't own a license for it
At 7:07 when adding a meshsmooth then setting the iteration to 0 there is no change in the mesh . Can you explain more . Thanks
Probably your vertices are not welded together
@@JonasNoell i tried it on a quixel mesh that has weird smoothing groups . But as i said it didnt change anything . Maybe i have to try some different objects
Great tutorial, thank you a lot, When you flip the green chanel, you have to do this every time whether it is for textures or 3D assets from Quixel?
So far I found for majority of assets from Quixel you would need to flip it in V-Ray. But that doesn't mean there are no exceptions. It seems not really consistent throughout the whole library, especially for displacement maps.
Great tutorial Jonas!! Will there be also One for that awesome sea shader?
Its actually just a bunch of noises thrown together, if I do a tutorial I will probably make something a bit more complicated :)
@@JonasNoell i think i've noticed It changed when you deepend the island in it. Like the clear Blue water appeared near the edges of the island. Is that some sorta of falloff/distance map?
Ok, I added some fake white foam waves 🌊 at the edges using Blendmaterial and some VRayDirt as a mask 😀
@@JonasNoell see? It was not super basic 😂😂 thank you!
@@MrFede778 Haha, happy it was noticed at all by someone 😂
Amazing tutorial! How about planet tutorial?
I have a tutorial about a sun, you can check that out first :)
@@JonasNoell Yes, I know thats really cool, but not about planet tutorial (with atmosfer, clouds, oceans and more)
@@peoplexxx4338 That's a good idea, I will add it on my list!
@@JonasNoell ok ,thanks
!!!!!!!!!!!!!!! Even high quality imported 3d assets 4K or 8K look like low poly assets in my max 2023.. horrible closeup renders.. they dont look high quality at all.. Can you or anyone help? thank you! !!!!!!! I am using Corona .. T4K or 8K texture maps look blurred in closeup.. need help!
You can try to import the highpolygon sources. You can't get more details than those. You can check out my video about UE5 style terrains
some issues with quixel displacement is usually connected to the gamma value read by the internal 3ds max conversion. ( I tried to figure out)
so it can look low detailed.
As exr are linear and 3ds max adds a gamma curve unless specifically told not to.
not really streamlined from the quixel plugin but, an extra step that has to be made for a good result.
Unfortunately the displacment maps from Quixel are also not consisten either. Sometimes you need to load them as raw data, sometimes with custom gamma curves applied to them. Within the snow environment assets itself there are even differences. So I think it's difficult to just rely on the plugin but you need to check every asset when importing if all the maps are loaded correctly.
@@JonasNoell I found out with adding a color correction node with advanced gamma adjustment to ,4545 (0,4545 is the opposite to 2,2) fixes the black and white data needed by vray to do a sufficient displacement, but there is probably better ways to do it..
this number I got from the 90´s
@@SuperMaimed Yes, that works in many cases. However some displacement maps seem different and you need to use a different gamma for different assets, which I find really strange because it's inconsistent... :)
Why it was "inverse gamma" at start? In quxel making mistakes? and why we must choose "none" ?
Can you suggest me how to make sea water with such realistic horizon ! i like it ! Thank you
You can use environment fog for this!
These method can be use for all quixel bridge material
Yup
Megascans bridge is very convenient, but i don't understand why they don't do things correctly at first accordingly to Vray shaders workflow (not mentionning ACES). For that reason, everytime i use an asset/shader from Quixel, i tend to use Material Texture Loader plugin. It solves most of the "issues" mentionned there.
I think the 3dsMax V-Ray connection is not their main concern. In the end the plugin just loads the maps and plugs them into whatever connections it can find in the VRayMtl with the default values. Should be improved I agree. Didn't try the Material Texture Loader plugin yet, thanks for sharing!
@DC PROJECT What settings do you use for a exr displacement bitmaps? I'm also using MTL texture loader script and it's quite contradictory to Jonas's guide, specifically with the roughness map he assigned the color space to none but the MTL script assigns inverse gamma 1.0, which will drastically change the output of the shader. So I'm wondering which method is more accurate?
Do you know the answer to this?
@@iamski Hi, what Jonas showned is the proper method to set up materials. Unfortunatly there are always manual tweaking, MTL can change the gamma (but not the color space), put ACES color, link parameters, put 100% for Normal/Bump and flip the green channel, and it is already better than nothing... I know there are some scripts who can do a proper job but i've never tried, and MTL keep on improving so hope for the best.
Autodesk should really improve their material editor.
Regards
Hi man. How to do the ocean
Just layer different noises
@@JonasNoell is the Snow Hill interacting with the water? It looks like it's creating foam
First first
That was quick 😀