The results are not all too different to the last render but the render time has been cut in half, this is very good to work with now, giving you fast feedback on all your material and lighting changes.
That render is now ok to look at but in fairness the lighting is pretty poor, the apple seems to be lit too strongly from all sides and completely washed out where the main light hits it, lets see what we can do here.
The lighting is way too strong at the moment, the GI is effectively washing the image out with bright white light so we need to attenuate the Vray light as the main light by turning down the GI.
Try these settings
and you will get
There that’s much better, BUT, the shadow of the apple is showing some nasty noise, there are two ways of solving this, as the Vray light is currently being calculated separately to Irradiance map changing the Irradiance settings will not get rid of the noise. But if you look at the Vraylight settings you will see spinner for subdivisions, increasing this from 8 to 16 will give you this result
The noise is reduced considerably but is still evident, also notice that the render time have increased somewhat, this may not be significant at this stage but when the render is taking hours this kind of increase could be unacceptable.
Thankfully there are always multiple ways of overcoming a problem and by clicking the Store with Irradiance Map option we effectively add the light to the environment as a light source and can therefore control the accuracy of its light together with the GI. Lets see what this does for the noise reduction and render times.
Voila!...nice clean Irradiance Style lighting at half the render time, but because we are working with the same Irradiance settings for the GI and the Vray light the Image has been darkened, to correct this simply Increase the Vray light multiplier, a setting of 8.5 got me back to almost the same illumination amount.
You’ll also notice the slight increase in render time, this is due to the extra photons being shot into the scene to increase the overall light output.
Ok Now that we have a good lighting setup and I think you’ll agree it looks pretty nice already, we can finally start on the materials.
Materials (Glass glass and more glass)
The main Glass Shader.
Three things to remember when making glass,
1. It looks best with a dark environment, black works very well for most glass types.
2. Use the fog colour and multiplier for colouring the glass because it is the only method of has photon energy absorption, this effectively means that thin areas of the glass will be lighter in colour and thicker areas will be darker….looks really great.
3. Erm…forgot what I was gonna put here so if you’re reading this I couldn’t remember when I finished…lol…
Apple Glass
Now, lets make the apple glass shader first. Before you do anything make sure that Vray is also assigned to the Material Editor in the Render Tab under Assign Render. With that done open the material editor and call up a new map.
1. Start off with a Vraymtl, this is the vray’s equivalent of scanline’s Raytrace mat, but much more powerful.
2. Change the Diffuse to complete black.
3. Go down to refraction tab and change the refraction to a pure white colour, this means the material is completely transparent. Which also cancels out the Black diffuse colour immediately.
Render now and you get this abomination…urgh!!!...but don’t worry we will be able to fix it in good time.
1.Now go to the Options rollout and Activate the reflect on Backside
tab, this will give the glass some more realistic internal reflections, though it will also increase the render time.
2. Ok now to give this thing some colour. Also the ground plane can now be brightened up a bit, make it completely white to brighten the scene somewhat, it looks less drab.
For the colour settings you will need to go to the fog colour tab and use a very light colour along with a tiny multiplier amount, usually in the 0.0* range.
Here are the settings for the Fog
And the resulting render…
That render is now ok to look at but in fairness the lighting is pretty poor, the apple seems to be lit too strongly from all sides and completely washed out where the main light hits it, lets see what we can do here.
The lighting is way too strong at the moment, the GI is effectively washing the image out with bright white light so we need to attenuate the Vray light as the main light by turning down the GI.
Try these settings
and you will get
There that’s much better, BUT, the shadow of the apple is showing some nasty noise, there are two ways of solving this, as the Vray light is currently being calculated separately to Irradiance map changing the Irradiance settings will not get rid of the noise. But if you look at the Vraylight settings you will see spinner for subdivisions, increasing this from 8 to 16 will give you this result
The noise is reduced considerably but is still evident, also notice that the render time have increased somewhat, this may not be significant at this stage but when the render is taking hours this kind of increase could be unacceptable.
Thankfully there are always multiple ways of overcoming a problem and by clicking the Store with Irradiance Map option we effectively add the light to the environment as a light source and can therefore control the accuracy of its light together with the GI. Lets see what this does for the noise reduction and render times.
Voila!...nice clean Irradiance Style lighting at half the render time, but because we are working with the same Irradiance settings for the GI and the Vray light the Image has been darkened, to correct this simply Increase the Vray light multiplier, a setting of 8.5 got me back to almost the same illumination amount.
You’ll also notice the slight increase in render time, this is due to the extra photons being shot into the scene to increase the overall light output.
Ok Now that we have a good lighting setup and I think you’ll agree it looks pretty nice already, we can finally start on the materials.
Materials (Glass glass and more glass)
The main Glass Shader.
Three things to remember when making glass,
1. It looks best with a dark environment, black works very well for most glass types.
2. Use the fog colour and multiplier for colouring the glass because it is the only method of has photon energy absorption, this effectively means that thin areas of the glass will be lighter in colour and thicker areas will be darker….looks really great.
3. Erm…forgot what I was gonna put here so if you’re reading this I couldn’t remember when I finished…lol…
Apple Glass
Now, lets make the apple glass shader first. Before you do anything make sure that Vray is also assigned to the Material Editor in the Render Tab under Assign Render. With that done open the material editor and call up a new map.
1. Start off with a Vraymtl, this is the vray’s equivalent of scanline’s Raytrace mat, but much more powerful.
2. Change the Diffuse to complete black.
3. Go down to refraction tab and change the refraction to a pure white colour, this means the material is completely transparent. Which also cancels out the Black diffuse colour immediately.
Render now and you get this abomination…urgh!!!...but don’t worry we will be able to fix it in good time.
1.Now go to the Options rollout and Activate the reflect on Backside
tab, this will give the glass some more realistic internal reflections, though it will also increase the render time.
2. Ok now to give this thing some colour. Also the ground plane can now be brightened up a bit, make it completely white to brighten the scene somewhat, it looks less drab.
For the colour settings you will need to go to the fog colour tab and use a very light colour along with a tiny multiplier amount, usually in the 0.0* range.
Here are the settings for the Fog
And the resulting render…
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