
In this video I will show you where to find the software we will be using.
Now we have 3ds Max and Vray installed we are going to take a look at how to switch to Vray render engine.
You can switch to Vray up here in customise, UI switcher and change to Max.Vray
Restart Max
What this does is set Vray as the default render engine. You will notice in the material editor that all the material slots will be set to vray.
You will also notice this Vray toolbar. This has a lot of commonly used tools on it.
I am going to demonstrate the studio scene with a model I used for a recent project but if you have your own models you want to use that really the intention here.
I want us to get straight into rendering some images that you can start uploading to your portfolio.
If you haven't got a portfolio yet I would recommend using Behance as it is quick to set up and easier than creating your own website.
If you are not familiar with 3ds Max you should what the 1-minute startup movies that pop up when you start max.
So the first thing to do is download the studio scene from the resources of this lesson.
Open this up.
So this is our studio set up.
We have our camera, the main fill light and to side lights with a white background.
Press C you will go to your camera. If you hit the render button you will see what we are working with.
So let's find some furniture. My favourite place to get high-quality furniture models is 3DSky.
So this is the model I used for a recent project if you want to use your own that's great.
If you don't have any yet you can purchase one from here or they have tons of pretty good models for free.
So I'm going to download the model. Extract it. (desktop)
Then back to our scene I will go to file > import and merge and select the file we just extracted.
Select them both and hit import.
Hit T to go to top view and move them forward.
We can then move them into position, rotate them a little.
The first thing I notice is that we have some missing textures.
The best way to fix this is with a script called Relink Bitmaps.
This will relink all the missing textures to the materials. This will mean the materials will render correctly.
http://www.colinsenner.com/scripts/relink-bitmaps
To start off let's download the latest Relink Bitmaps script.
And we can just drag and drop this into the viewport.
Then we go to customise and drag it onto the toolbar when you open it you can hit ok and you will see the list of missing textures.
The textures will be in your download folder on your computer so let's navigate there and make sure we tick on use subfolders.
This should find all you missing textures.
Later on, I will show you how to get some really nice depth of field detail shots like this.
But for now, we can hit render.
The Vray frame buffer also has some nice post tools built in so click here and play with the levels a little and add a bit of an S curve.
Once that's done go here and hit save chairs.jpg
There we have our first render.
You can now upload them to your portfolio.
Also, post them in the Q and A section of this video so we can all see what everyone is up too.
Vray Render Settings
In this section we are going to discuss
-what Global Illumination is
-how to create some render presets to use in your projects going forward.
and how to use the Vray Render History to compare renders and render times.
Global Illumination
When a light hits an object it doesn't just stop.
It bounces off of that surface and keeps on bouncing.
The light picks up color information from that object and keeps bouncing.
This creates Indirect Illumination.
Vray uses the irradiance Map to calculate the Indirect Illumination.
We use this as the main way to fill our scenes with light.
This is an example of an image with only direct light from a light and this is an example with Global Illumination turned on.
How to turn on Global Illumination
To turn on Indirect Illumination lets open up the render settings (F10) and go to GI.
GI should be on by default.
What we want to do is set up some draft settings. This will produce rougher, but quicker results.
Before we begin click on V-Ray and confirm it is on Bucket.
Irradiance Map
Lets change this primary engine to Irradience Map and change the preset to low.
Light Cache
We will use Light Cache as the secondary engine. This dictates what happens after the light hits a surface for the first time.
Light Cache produces good results and is pretty quick too.
Lets bring the light cache subdivs down to 300. So we can get some quick results for our draft settings.
Show Calc Phase.
In both of these you will notice I have show calc. phase turned on.
Lets turn these off and run a render to demonstrate what they do.
I like to keep that on so we can see that everything is working in the calculation phases rather than waiting for the final render and realising that the camera is behind a wall or that there is a problem.
Prepasses
As we are rendering you will notice the pre pass task.
The number off pre passes is dictated by the Min and Max rate in the Irradiance map.
So on the low setting we had 2 passes
If we switch this to medium we have 3 passes
and high we have 4 passes.
As you may have guessed the more passes the better the final image.
Saving our Render Settings
Lets turn our preset back to Low. Now we have our Draft Settings we can save them so we can load them in other scenes.
To do this all we need to do is head up to here and click the drop down next to Preset.
Go to save. Name it Draft and hit save. On the Select Presets Categories we only want to save the V-Ray Next settings.
If we save the other ones they will start effecting the render size and change the environment, which we don't want.
Saving High render settings
Let change the preset to High and the Light Cache Subdivs to 1000 and hit render.
Lets Save this Preset as High with only Vray selected.
History
I quickly want to show you the Render History inside the Vray Frame buffer.
If you click on this H down here you will get a new side bar. Turn it on here.
In the history settings you can choose the path where the images will save. I have mine set to desktop.
Render the with the High settings on.
If you hit save you will see the current render added to the history along with some other details such as time taken.
Load up the Draft settings and render it.
With the top render selected I am going to hit A and then if I select the second render I will hit B
Then when we hit this A/B button we can compare the renders.
You can also double click on each image to view it.
So that is how Global Illumination works, how you can save render presets and use the Vray Frame Buffer History.
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Render on,
Jake