Procedural V-Ray Sand Material by Javier Pintor

0
October 20, 2010 |  by  |  Freebies, How-To, Tutorials

Many of you asked for it and here it is – Javier Pintor’s Procedural V-Ray Sand Material as showcased in his forum WIP thread. You will find here a short textual how-to supported with a video without commentary and the 3ds max scene file. Feel free to use it for any project you like.

Procedural V-Ray Sand Material How-To from Ronen Bekerman on Vimeo.

Step 1

Open the “sand_start.max” scene and assign V-Ray as the rendering engine (no matter what version you are using). Set it for a test render so you don’t waste too much time in this demonstration. The following image show how I usually do it, which doesn’t mean you can’t do it your way :-)

Render Settings

Step 2

Next step will be to create a plane of 500x500cm centered in X, Y and Z and with 100 segments in both directions like so.

Setting up the work plane

Step 3

Now let’s add a “Displace” modifier, set the strength to 30cm, open the material editor, go to the very last material and instance the map from the diffuse slot to the empty map slot in the displace modifier.

Adding Noise

Step 4

Apply the “Sand” material, you will see how the colors will change in the plane to a red, green and blue gradient. The gradient will determin the levels of the color, bump and displacement depending on the height of the surface, and for that reason we need to add a “UVW Map” modifier and set it as shown in the following image.

UVW Mapping of displacement height

Step 5

First Make sure the “Real-World Map Size” option is turned off and then, the last step is to add a “VRayDisplacement” modifier, set it to 3D mapping with amount of 30cm, then back to the material editor and in the “sand” material, instance the gradient from the “Displace” slot to the “Texmap” slot in the “VRayDisplacement” modifier.

V-Ray Displacement

Step 6

Hit render and that’s it for now.

Initial Render

I made available also a video tutorial where I go further and apply some other technique like adding grass with Particle Flow or a VRayDisplacement to a tree. Please check it out above, at the beginning of this post, if skipped it :-)

Final Render

Thank You, Javi Pintor.

You are welcome to comment on this article and ask questions using the comment box below!

20 comments
ThomasLeudet
ThomasLeudet

Hi, I've a problem I haven't the small waves. I don't understand can you help me please

mjkl
mjkl

Yeah, It's really nice (it's a shame it doesn't concern the image from the banner though).

markonens
markonens

Thank you Javi for share and tutorial.

itchy
itchy

thanks for share.. really like it :)

sameer ghouri
sameer ghouri

thanx for sharing everything...u did very nice :)

metrocubicodigital
metrocubicodigital

Hi all,

Great effort and free material. Amazing rly.

1 question:
If i want to use the sand mat in an huge surface how will it work best. Sry havent seen the video yet.

Cheers

ate
ate

thanks for share Javier!! you did a great material

Julian
Julian

Great - tutorial - I learned alot!! Thanks for sharing.

Tolgahan Gungor
Tolgahan Gungor

Really good material work. We are waiting your other good metarials.

Keep going.

tom
tom

beautiful!!!

Thanks Author, Javier! and Ronen too for this opportunity. Very usefull!

Javier Pintor
Javier Pintor

Thank you guys!! and thanks to Ronen for posting it.

I'm glad you like it.

kodissimo
kodissimo

good job Javier. thank you for sharing !

islant
islant

Fantastic tutorial, great Job, Thanks!

remKa
remKa

Excellent ! Thank you !

Annkos
Annkos

Thanks Javier!! Great work!

chester83
chester83

 @ThomasLeudet Hi Thomas, I'm not sure if that gonna solve your problem but when I opened the scene the displacement map was not loaded, so you wont be getting desired results, however you can download the map separately(its the first file)then drag it into diffuse slot into last material, hope that solve your problem

Javier Pintor
Javier Pintor

Thanks metrocubicodigital.

The setup shown in the video work very well in huge flat surfaces, not with big dunes, also for huge surfaces I would recommend to use a noise in the bump slot because the speckle will produce a very noisy result.

Anyway you can combine the properties of the three materials to find the best results.

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