V-Ray Interiors: The Abandoned Warehouse
Taught by Amid Rajabi
- Duration:
- 3 hours 43 minutes
- Software Version:
- 6
- Launch Date:
- October 2024
- Course Number:
- VRY207
3D
3D
You will learn many features of V-Ray, starting with Scene Assembly followed up by generating procedural ivy for the project using Bifrost. Next is lighting setup with V-Ray Sun and Sky and using the Intel Open Image Denoiser to speed up the rendering process.
After that, there's a look at complex shading networks using nodes such as Triplanar Projection, UVW Randomizer, Layered Texture, Multisub Texture, and color correction, assigning them to all scene objects. Then, we'll add scene details using Chaos Scatter. Finally, render the scene by adding render elements and doing mulitpass compositing in Nuke, aiming for a realistic result.
Class Listing
Class 1: Scene Assembly
An exploration of the very important topic of scene assembly. When it comes to rendering a project with millions of polygons and thousands of objects, we need to manage the scene in a systematic way, grouping objects with similar purposes and creating proper layers for accessing objects. Often, various assets come from different sources, and they need to be placed together in a large scene, managed properly. Properly performing scene assembly is one of the most important components of a successful project in all stages.
Class 2: Bifrost Ivy Generation, Part 1
How to load Bifrost in Maya and install and activate the MJCG and Rebel Pack Compound collections for creating ivy. After this step, we delve into creating a very simple ivy and learn how to work with the Ivy Generator.
Class 3: Bifrost Ivy Generation, Part 2
We tackle several important challenges to optimize and speed up ivy in Bifrost. Using the main objects of the scene as colliders, we create the first ivy scene and learn how to make it grow wherever we desire in the scene. We also learn how to adjust solver settings to achieve the desired results.
Class 4: Bifrost Goemetry to Maya Goemetry
We learn how to bake the generated geometries in Bifrost. Then, using Maya's Node Editor, we transform Bifrost geometries into Maya geometries to use them in V-Ray. After converting to Maya geometry, we learn how to reduce our high polyg geometry to the required number of polygons using the reduce algorithm to manage the objects.
Class 5: Lighting Setup and OIDN Denoiser
We finalize the scene layout and import all the details into the main scene. We select the final angle and lens for the camera and illuminate the scene using V-Ray Sun and Sky. Throughout all the lighting stages, by learning and utilizing the Intel Open Image Denoiser, we can quickly see the final result in the viewport and frame buffer, enabling us to make decisions for the best lighting.
Class 6: V-Ray Triplanar and MultiSub Texture
The process of creating materials begins. Using V-Ray Triplanar and MultiSub texture nodes alongside Color Correction, we create a relatively complex shading network for the leaves of the ivy and their roots.
Class 7: UVW Randomizer and Layered Texture
One of the biggest challenges in the texturing process is creating textures for very large objects. In this class, we solve this problem with a relatively complex shading network using UVW Randomizer and Layered Texture nodes in V-Ray.
Class 8: Assigning the Materials
We exacmine the scene materials and learn how to convert materials from an fbx file to VRayMtl. We reload textures and use Color Correction and Layered Texture nodes to add many details to different surfaces.
Class 9: Chaos Scatter
We use Chaos Scatter to distribute grass and pebbles in the scene, creating desired details in front of the camera to achieve a very realistic result.