Vray materials: editing

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Vray materials: editing // Archive: Tech Forum

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Post by weaveribm // Jul 17, 2007, 5:35am

weaveribm
Total Posts: 592
I like the Vray material Old Wood I think it's called - for floorboards

But the colours are rather bright-orange garish. Although they're correct for a Stradivarius or some guitar bodies, that orange varnish

Is it possible to desaturate the colour of a Vray material please?

Peter

Post by Jack Edwards // Jul 17, 2007, 5:43am

Jack Edwards
Total Posts: 4062
pic
The way I understand it those are lightworks shaders that are rendered to a bitmap internally then applied to a the texture channel for the VRay material. So you might have more control over those shaders on model side using the lightworks engine and rendering them onto a plane, then after a little photoshop magic you could load the bitmap result into a VRay bitmap texture. ;)

-Jack.

Post by weaveribm // Jul 17, 2007, 10:06am

weaveribm
Total Posts: 592
Jack the worrying thing is that I understood that :)

That's rather clever...

...you could load the bitmap result into a VRay bitmap texture

I see thanks mate. Can you tell me please Jack. Is the render time hit not bad/worse than for procedural textures when using bitmap textures? (bearing in mind animations of maybe hundreds of frames to render)

I've been trying to shift to procedural shaders - worrying that bitmap textures might be aliasing or taking longer to render or bulking up the scene file

Have I got that wrong please?

I haven't tested it at all forgive - and thanks for that idea about editing bitmaps, perhaps I could make wall textures grubbier, more realistic by editing bitmaps grabbed like this from a plane object for er, stains and fair wear and tear? It's a room used by Service men and women so anything can happen. But before Heinz tomato ketchup caught on :)

Peter

Post by Jack Edwards // Jul 17, 2007, 5:47pm

Jack Edwards
Total Posts: 4062
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Welcome :)


As far as I know there aren't any native VRay procedural color shaders shipped with TS 7.51. (I could be wrong there.) So that would mean you're using up the memory space to store the Lightworks rendered bitmap texture anyway. You'd just be adding the time it takes Lightworks to render the proceedural shader to your render time for each frame.


Though as a more general argument if VRay had native proceedural color shaders or if you're using lightworks, I'd say that procedurals take a lot longer to render but may use less memory. The exact answer would depend on the specific shader of course.


Mapped Textures are definitely the way to go, it's just a matter of finding the balance of where to put the higher resolution textures and where you can get away with lower res ones.


One of the big advantages to "layered textures" pointed out by DigitalSoapBox is that layering smaller tiled textures of different sizes simultaneously can create a much larger texture that has more variation that either of the smaller tiled textures used seperately. Which would give a good visual result and save a LOT of memory. While Lightworks supports this approach, layered textures isn't supported with VRay in TS yet.


-Jack

Post by weaveribm // Jul 17, 2007, 10:42pm

weaveribm
Total Posts: 592
Very interesting thanks again Jack!

Peter
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