Best technique to add Road Markings to an Asphalt Material | Corona & V-Ray

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As you clicked in this video, I guess you want to  know the great method of creating road markings in   3d. Well, you’re in the right place as this is the  topic of this tutorial. But that’s not everything.   I have an awesome surprise for you, check out  the details in the description below the video! Hi guys, welcome back to the channel. If you're  new here, my name's Aga. I'm a CG artist,   and on this channel, we explore the techniques and  tools that will help you become a better artist.  Today, I’ll show you how you can create  nice and realistic road markings in 3ds max. But before we start, don’t forget to  subscribe to the channel if you aren't   already so you won't miss future  tutorials. Ok, let’s go to 3ds max… So let’s see what we have here.  Let’s start interactive rendering. Ok, so to be able to work fast on materials,   I alway try to leave only the  necessary things in the scene. So we have a basic lighting setup done,   we have some boxes in the scene  to create shadows and reflections. You can notice that we also have this green object  in the shape of the pedestrian crossing however it   does nothing for now. Let me hide the object for  a moment so you can see the wet asphalt material. And the puddles are a  separate thing from the road. By the way, this scene comes from the rainy  hotel shot from our Advanced Exterior training.   Besides this image, we will also teach  you how to create a snowy scenario,   forest image and beach style visualization. I’ll put the link in the corner and in the   description below the video in  case you want to check it out. Ok, so let’s make sure that we  have it as a non-renderable object.   Go to the Object properties and  uncheck the ‘Renderable’ option. Here we go! Ok, so as we have the scene prepared,  let’s create a mask for the road markings. We’ll use CoronaDistance  texture, if you use V-Ray,   choose VRayDistanceTex. I’ll plug it to  the diffuse slot of my wet road material. Now, we need to add an object to the Node  input, and it will be our green object. Let’s reset the Distance far value. And let’s turn on the Color Inside  option. However, we need to make it white. While the other two will be black. Here is the effect, so we have crossing lanes  white and the rest of the asphalt black. You can also see that when I’m  moving the elements of the object,   it affects the material. We have full  control here of how we want to change it. Ok, now let’s create another mask to  add some imperfections to the lanes   as this is what makes images realistic, right? Copy the Distance map and plug the new one to   the diffuse slot or base color if  you want to use CoronaPhysicalMtl. This time, uncheck the Color Inside and make Color  Far white and let’s adjust the Distance Far value.   We want to create a soft gradient  here, so 0,1m looks fine. Ok, so now we can combine both masks. Plug the  first one to the diffuse slot and the second one   to the Inside Color, we add a soft  gradient to our mask around the lanes. But it still can look better, let’s work on the  second mask a bit more. We can use a smoke map. And plug it to the Distance scale slot. Now, let’s adjust the scale. Maybe a bit bigger. By the way, you can download  this base scene from YT video.   I’ll put the link to this  in the description below. We can change Exponent value as  well to make it more contrasty. I think we should also increase the Distance  near value to make it more prominent. And, let’s increase the Distance far  value as well to create a bigger gradient. Awesome, let’s plug the main  mask to the correct slot. Great, we have imperfections visible now.  I would stretch this effect a bit though,   let’s change the smoke map size. I think it will be great if we can differentiate  the scale of these imperfect transitions.   We can create a mix from two different  smoke maps to achieve this effect.   Let’s change the scale in the new smoke map. I’ll use the noise map as a mask here. Maybe let’s use a fractal noise type. Plug Mix map to the Distance scale slot and  plug both smoke maps to the Mix map slots. Ok, we have the mask prepared. Now is the time  to make it work with the main asphalt material. Let’s plug the asphalt diffuse map again. In  this video, I’ll be using the poliigon textures.   I’ll put the links to all used textures  during this video in the description. Anyway, now we’ll use Composite map.  The diffuse map will be our Layer 1.   While our mask will be a mask for layer 2. And finally, to layer 2 we will  plug the color correction map.   This will be our pedestrian crossing. Let’s make them more white. Maybe a bit less, as in  reality they won’t be as clear. The lanes look too perfect now, we  need to add some imperfections to them   so they actually look as being used. I will use a glossiness map. But I will  make it brighter and with less contrast. And use the same mask for the Layer 3  and add this map to the Layer 3 slot. Let’s change this one to Overlay  and let’s adjust the map a bit. The effect is too strong,  let’s decrease the opacity. Let’s adjust this map as well. Ok, it looks better now. Let’s  make some final adjustments. At the end, we’ll add an Ambient Occlusion map. Let’s use another Composite map and  plug another one to the Layer 1 slot. And let’s use the Ambient  Occlusion map as a Layer 2. Change the mode to Multiply and plug the  final Composite map to the diffuse slot. Ok, so basically as you do this material once,  you can copy it and adjust to your other scenes. It works the same if you want to  create other road markings like   lines between the roads for instance. It’s really easily adjustable. Ok, I hope you enjoyed this video and you  will use this method in your next project.   Let me know in the comments how you like it. At the end, I’d like to invite you to  check out our Advanced Exterior training   where you will learn how to create the wet  asphalt material but also more other advanced   materials based on four different exterior  images. Click here to check it out! Bye, bye!
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Channel: Arch Viz Artist
Views: 15,044
Rating: undefined out of 5
Keywords: tutorial, lesson, training, architectural visualizations, cgi, rendering, render, 3d image, 3d visualization, architecture, 3ds max, autodesk, vray, v-ray, corona, corona renderer, interior design, animations, 3d render, interior architecture, artist, architectural visualization artist, 3d artist, art, composition, art rules, camera setup, camera, lighting, lighting setup, materials, photorealistic, storytelling, post production, postproduction
Id: JQmd75sTRfQ
Channel Id: undefined
Length: 10min 24sec (624 seconds)
Published: Mon Nov 22 2021
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