Bloody hell - there's only one nag to this and its that you must've taken the pictures in the church - not drawn them ! :)
Nice work and very informative, I have some questions, why the two Crush tools in Looks?, one yellowish and the other bluish. Is there a difference adding two differents colors instead of one? Thanks.
Man this is absolutly amazing!! I don´t use 3dmax, but i really enjoy to try to understand your process. thank you very much, keep posting!!
Thanks for this useful making of, really nice work.
Just one question, for the interiors, since you didn't use VrayDome, what did you use? (I see a ColorCorrect map on the Environment slot...maybe for controlling some sky jpg?)
hmmm,.. Ive seen this before... Oh yeh, that's right, it's a complete rip-off from the Alex Roman Making of: http://vimeo.com/8217700
If you didn't, Well done.
Really nice work!
Maybe a little bit too dirty, in my eyes.. :)
In image 25 you plug VrayEdge to a VrayComp.
Probably to soften the edges mixed with a bump of the dirt material.
What blending mode did you use- and could you give a bit of additional detail?
awesome work Elvin....
congrats and thx so much for this making of
and a big thx to Ronen for this great blog entry...
it will be very useful.
It was a surprise for me to see this post today - thank you Ronen for posting it. This project is not less than a year already and now Id have 'done lots of thing differently. For example, instead of the Multi/Sub-Object I'd have used the Vraymultisubtex, as it tunes easier and needs less memory. etc.Thanks again and happy Novruz to everyone!
Fabulous post, yet another winner on the Bekerman blog!
I've read and re-read, and I'm afraid I'm still coming up short. Can someone explain why the diffuse of so many materials described above is made up of a comptex that blends two identical vray dirt maps (one inverted, the other normal)? I gather that it was something about the material being either light or dark, and about how the vray dirt is working on the corners, but I'm afraid I just don't fully follow. Thanks to anyone that can clear it up for me!!
Great images and making of.
Can someone explain to me the use of a fall off map before the bitmap in the reflections? Is it to create less reflection close up and more reflection in the distance, or is it for something else?
@pep I''ve used vrasky and the colorcorrection which has increased blue
@ThereWillBeJustice look better, it's the same project ! )). No jokes, some of the technique is borrowed still, for example, the concrete and the postworks. Alex Roman is genious, you have to learn from him, but I still think that some new info always helps.
@sassbh I have used two Vraydirt maps - one for the dirt in the corners and the other for the dirt on the corners
@DeanMoran In these cases it is to control the amount of reflection for viewing angle of the surface... what will it be if looking straight at it (perpendicular) or from the side in various angles all the way to grazing angle (parallel, like standing next to the wall shoulder touching it and looking along that wall).
You can also control this effect by choosing to work with the Fresnel option in the VRay Advanced Material settings... the fall-off map is kind of a "hack" of the real physical thing... but it is really down to whatever work for you. Fall-map can be very flexible to tweak.
@ElvinAliyev Totally agree.
@ronenbekerman @DeanMoran If reflection glossiness is the glossiness of the overall reflection, and the overall reflection IOR is being controlled by the fresnel setting, wouldn't the reflection glossiness automatically have the same IOR as the overall reflection? Was there a glitch in earlier versions of VRay which required a falloff map to be used to make glossiness physically correct?
@ronenbekerman Tnx Ronen. Been doing some test with a simple chrome dome and the effect is really nice, adds nice depth to the material. Guess I'll be editing quite a few library materials tommorow... ;)
@ElvinAliyev Tnx for the information Elvin. I'm wondering how it all relates to Mental Ray, which is what I work with. In Ludvik's making of (http://www.ronenbekerman.com/making-of-esherick-house-part-2/) he doesn't use fall off maps. Maybe the IOR setting in MR does more than Vray? Or he doesn't think it is needed. Been testing it out and I've been getting some nice results, although tbh they seem less about the actual reflections and more the added effect it has given. For example adding a fall off map with a scratch texture in the A&D Chrome material gives a nice smoky mirror look, but adding it to a wood mat. doesn't seem to do much. I'll keep testing ;)
@DeanMoran If you look with more attention you will see that I use Fall off map for reflection glossiness only. Fresnel reflection is responsible for only reflection intensity of the not glossiness reflection ! I use fall off map to regulate the reflections glossiness. In this case, the further we look, the sharper the reflections are. It's strange that Vray doesn't have an option like Fresnel reflection for the Reflection Glossiness.
Lasse Rode takes Unreal Engine for a good spin as he strives for photorealism using a real-time tool. He does this... more