Creating Rugs in 3ds Max with VRay Displacement

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hallo everybody today we're going to take a look how to model one of the most used objects when you start working in interior modeling and that is making rugs alright just so that you're clear this is the kind of the rug I'm talking about something like this so as you can see it's a fuzzy nice comfy looking rug that I'm guessing it's really nice to step in and it kind of feels good also you can see it here like I'm guessing this is a person huh and actually it is a person but also going to be stepping here and you can see it's soft and let's see how we can get something like this in our scenes and so I'm going to close this alright first thing I'm going to start is by making the actual geometry for the rug so I'm going to use a box for this all right and let's make it alright let's give it 150 centimetres so one and a half meter by one meter and height let's make it one centimeter so more or less and then right click on the move right click on these arrows here so you Center it out and now we have one box where we want it now previously I went and I just put in one very plain so I can use it as a base in which I can render and now with my box selected what I'm going to do is I want to in capture the actual kind of form an actual rug would have so that means the edges I want them to be a bit around it so the easiest way to get get that shape would be to go on the Edit on the box drop in an edit poly modifier and now I'm going to scroll or actually rotate on the bottom select my bottom polygon and delete this one so this is what I'm left with so what I have to do now is select one of the edges so ring connect I'm going to put in two segments and pinch them out not to the end because we don't want it to be sharp but something like this 93 then another ring and another connect we have to like yeah just get it a bit so it's more or less the same distance and with these connections done now when we put in a turbosmooth we get that nice-looking effect that the rug would usually have so it's nice and rounded it has something on the side so the other thing that we need to do here is drop in a just a simple UVW map modifier there just going to by default be a planar one which is okay because in this example this is what we need and it's going to work for our carpet so once we have everything done I'm going to right click convert to editable poly that is going to collapse all of those modifiers into the actual rug so with the rug modeled now I'm going to press shift C that is it that is going to unhide the camera that I've placed previously to my scene as you can see nothing fancy just a camera via camera pointing downwards also going to press shift L that is going to unhide the lights that I've put in the scene this is just so you can see the rug when I'm rendering out so as you can see just one light coming at a 45 degree angle and another one from the top so with both of these I'm going to press C to jump into my um camera shift f so I can have my safe frames and now before I do anything else I'm simply going to open up my material editor and add a simple gray material to my rug now actually I don't want it to be gray let's give it some color so I'm gonna go ahead and make it let's try something like blue or actually let's try in get this color in so something like beige color I think that would be more something like this alright just so I can see what I have here I'm going to render out one frame so reproduction as you can see from what we have here we have a simple doughy looking model but this is a great model from which we can start to build up on our rug alright so first things first before you start modeling anything you need to go through a phase that and analyze what your model should look like so if we take a look at this model we can see that it kind of has these strands or they'll they're like well in all honesty they look a bit like chicken wings but getting aside how do we capture this form well the easiest way to get something like this we can use one of Max's procedural maps and in order for those maps to have form or have geometry we have a few ways that we can do this the easiest way and the first way in which I would like to show you is by using displacement Maps now v-ray has a modifier called very displacement mod here once you click on it you get this line over here with parameters and the first thing you want to do is in here we want to use one of those textures that we just mentioned so from my material editor I'm going to go here click material and I'm going to choose cellular so and I'm going to double-click on the cellular so you can see what cellular actually is now the way that the displacement mod works it's basically taking all of the white spots and extruding them outwards and taking the black spots and leaving them unaltered so I want to get some difference between the white and the black spots the way we can do this is in the division colors here I'm going to put this to be something like black put this to be white so now we have distinct difference between both of these so I'm going to close this and render out one pass so you guys can see exactly what is going on when we use the displacement mod so let me just go ahead last FB and render as it is right now it really doesn't look too much like what we saw in the other images we are basing this off from so the first thing you need to understand that the displacement works similar like the bump map but instead of just displacing the surface it's actually when it's rendering it's trying to calculate it as an actual geometry so what you see what you're seeing here max is treating it as geometry so if we want this to be smaller and more in line from what we saw in our red in our rug we need to decrease these circles so the way to do it is over here in the map parameters you have this place where it says sighs so edit as it is it's 12.7 let's try it one right away you're going to see that on the map everything like here's the difference this is what we had let's go with 13 so this is what we have we go to with 1 we can see that we have a lot of strands so let's hit render one more time and actually I just noticed something well this was rendering and that is the fact that I actually made the map but I kind of screwed up because as soon as you make the map you're supposed to click and drag it in the none text map so now this map is actually applied so let's see again for this I didn't want to edit out this because I'm pretty sure that somebody else is going to make the mistake and I just want to show you how this affects your map so again I want to render and just like we had previously we can see the same result so again I'm going to decrease this to 1 and this should give us smaller strength so let's go again and as soon as the render is finished we get something like this now if we compare to what we have in our scene over here we can see that this is kind of actually starting to look like the carpet that we have so if we go ahead and do this slowly it's starting to get there now let's just say for the sake of argument that in our case we want to have a more well-defined rug because if you zoom in here you're going to notice that these this kind of rug if you use it like this especially if you're going to be rendering out on a higher resolution image like unlike me right now at 800 buddy for 400 which is at least very small or even tiny if you're going to be doing this in a larger render you're going to have some issues so how do we add more detail to the strands well the first thing you can do is you can go ahead and the over here which says treaty mapping and subdivision by default you should have the edge length at 4 pixels so I can go ahead and decrease this to like two or even one pixel and that in turn should give us a more well-defined strands but the thing is when you do this you should expect a longer render time but seeing as how this is a video for you guys is going to be instant as soon as I click it so let's see how this thing is going to look as soon as it's finished and with the two pixel edge light we can see that now we have a bit more detail in the actual strands or the displacement strands that we're getting from the map so the other thing that we can do here is we can direct the directly control the length of these strands because in all honesty if I take a look from well on my other monitor I can see this rug we're pretty close to it but let's just go ahead and for now give it a just a tiny bit more length on the actual strands so the way to add more length to the displacement is simply by going over here which has amount one right now the extrusion or the displacement is at 1 centimeter so we can put it at 2 that should give us a more fuzzy looking effect and let's see it actually I'm going to go ahead and just render half of it so you guys can visually see the difference and here you go this is the actual difference between having it at 1 centimeter and 2 centimeters with 2 centimeters we get more fibers they're like more to the outwards and they look a bit fuzzier now what you can do here as an extra level of control or how you want your carpet to look like inside the map over here you can choose to have it fractal let me just open up the map the fractal is going to give it an extra bit of detail so if you click this you're going to have even more difference on the actual displacement so it's it can give you a different kind of result so again let's see this I'm going to go on down the whole thing and as soon as the render is finished I actually noticed that with the fractal it leaves too much contrast between the colors and we have something like this which in our case is a bad thing so I'm going to turn it off and leave it as it was all right so one last thing is that if we take a look at this rug over here what I can notice is that as the light is approaching the window over here I can see that the strands are starting to look a bit more white or they're getting a bit more light so how do we encompass that well first of all I don't want to leave my carpet as just a bland color so I'm going to go ahead and I'm going to apply an actual texture just for the rug so in order to add a texture I'm simply going to go over to the base the one that I had and from here I have a nice collection of different drugs let me just show you guys so as you can see from different sources I've gathered a nice collection and I'm going to try and get the actual link to the source so you guys can download it so check out check out the site for the link and from here I'm just gonna use any of these rugs then just take one let's see maybe this one well this one looks okay alright so just dragging it right into the use and right away I click here I can see it in the viewport and let's render out one render production and you're going to notice one thing as soon as I render out this because it has a displacement modern on top of it it's going to take the base color or the color from the diffuse map and base the actual displacement on the information from that color so everything that comes up all the strands are going to be colored from the diffuse of the map so again let's see this and this is what we have so for this kind of a rug though I think I would probably get the amount here we here back to more like 1 and the edge thing will probably get it to like 1 all right this is going to give us a different result but before I render out the final outcome I'm actually going to try and encompass that look that we had here like where the light was making it a bit lighter as it was approaching the rim the way to do this is quite simple all you have to do is go over in your diffuse map let's go through the diffuse and instead of using a bitmap you click and you take and make it a fall-off it's going to ask you if you want to keep the old map and sub map press ok and now just click and drag it downwards and just copy it alright so what we have here is basically we're telling that we're tell me max that is we want to view this fall-off type as a perpendicular so that means what we are seeing over here we're going to see exactly the the base color of the diffuse but as it comes to a certain angle it's going to start to get a bit more of our second map in this case I want to have as a white and over here I'm going to mix it at 80% so that means if you take a look at our map let's just put it back to 100 so you guys can see it visually you're going to notice that as it is at 100 nothing is changing but as soon as I put it at 80 the edges are starting to be starting to get a bit more of that white color coming through now we can further control how much that light is being seen by this curve all you have to do is click over here right click and make it a Bezier corner that is going to allow us to get these handles over here and make it something like this I feel alright so now let's go ahead and render out this image and see what we have so far and actually I stopped the render as soon as we've got halfway because to build in all honesty I'm really not happy with the width of these strands so what we're going to do is again go back to our map editor just go down and instead of having it is 1 I'm going to decrease the downs like 0.3 and see how this thing is going to work all right let's go again alright now we have our renderer finished and from what we can see we have a nice-looking carpet all right so this would be the first video that is supposed to cover how the v-ray displacement mod works and how you can utilize it when you want to make your interior rugs realistic looking and nice-looking you can notice that from because we used a fall-off map over here we don't have a uniform color for the diffuse and as soon as it's starting to get to the edges that whiteness that we just added here like 20 percent white mixing up with the base you can see that showing up so that would be it for this video I go I hope you guys liked it and you managed to learn something new and if that is the case then press that like button subscribe comment and share it around so it can reach more people and helpfully help them the same way it did it helped you so until next time take care
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Channel: Denis Keman
Views: 108,045
Rating: undefined out of 5
Keywords: Autodesk 3ds Max (Award-Winning Work), V-Ray (Software), modeling, 3d modeling, dkcgi, tutorial
Id: dGx9baJwdKo
Channel Id: undefined
Length: 20min 34sec (1234 seconds)
Published: Wed Nov 25 2015
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