How to create aged metal with V-Ray and 3DS Max

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we're going to create some aged steel here some worn steel and this is very simple to do you're just going to double-click on the favorite material and make sure your bull is selected and oh your whatever your object is assign it there and I'm just going to double click so we can see what's going on here and I like seeing the background so I can see what's happening now if you turn off for now get your reflection all the way up and diffuse this meeting that black we actually I'm look for this about here and let's lower down the reflective glossiness to about point six so that's what we have and this is why I put on show background in preview for metals is because otherwise you just can't see what's happening so now we can see the reflections and what's going on make sure your brdf you've got micro sized facet GTR ggx going here and i'm just gonna leave this GTR tail full off at two for now you can adjust that and adjust the anisotropy and rotation if you like but I'm gonna leave that as it is alright now this is really very simple I have some reference images here I'm something like that all this and this so that's just a bit of grunge going on here he's going to be the best example but we're just gonna create a steel something like this and what we gonna do is if you go and you can just open Google and grunge map or dirt map you get similar results you can also create these yourself and let's say we use something like this sometimes it doesn't load you can just only right-click on visit sorry click on the visit if you like and then here we get this I'm just gonna do a free download waiti will do me you can download the high-resolution one if you like and I'm gonna put it into maps just paste it in there I'm the right click open with Photoshop and really what I want to do is I need these lights to be lighter so I'm just gonna lighten this up about there and I know it's not seamless I'm not bothered about that really I don't need it seamless for this and I'm just gonna grab this and drag and drop it in here and if you put that into reflection a reflection glossiness I'll just give you some ideas of the difference that if you put it into reflection and reflection glossiness just so you can see what's going on and then you can figure out you know the best way of doing it but if I look good it's going to render this around the ball and let me just adjust the noise thresholds I make this small make sure I'm not saving it make a noise threshold higher so here you can get my dear its lower this even further right so here you can clearly see where it's reflective and where it isn't and that's being caused by the lights and darks in there so that's in reflection glossiness and we'll just save that out and then if i put this into the reflection map instead it's going to prevent it the darks will prevent it from reflecting in those areas so often for grungy textures metals I'll just put it in the reflection slot and then normally works out pretty good you don't have to worry too much about the reflection glossiness so we can save that what we'll do for just testing is we'll just put this into reflection glossiness as well and we'll just see how a render of both of those comes out so if we have a look at these this is just a reflection and this is it inflation and reflective glossiness the same map now normally in reflective glossiness you might have the same map but what you'll do is you'll have unless you know less variation going on you you I actually want to slightly darker you so you refer a fraction glossiness for this I need something like that so there's less contrast sharp highlights and I'm just gonna shift drag this shift left click and drag that and just take that glossiness one and put that straight into here okay no that's a bit too dark now I can take this into Photoshop and I can add it and change it more or what I can do is I'm doing this all the time just put a color correction just grab that put it in there advance then just raise this for tracery try 22.5 okay and now we're just gonna render this like I said you can edit that in Photoshop if you like but I guess the point where it just takes too much time you're heading testing editing testing as dean testing as easiest to just put color correction on there and then render so if we take a look it's gonna put this in a and then B we're gonna have the one with just the reflection not reflective glossiness and you can see that difference there now probably what I've done is I've done it too much so just to adjust as quickly I'm actually going to create some contrast in there anyway and I'm gonna lower this opacity I'm gonna try this for fun I think this will work out nicely actually hang on it we need to bring this up you let's bring the dirt up okay we'll try this oops anyway the point is you can play around with these and you need to know the glossiness where it's white you're gonna really start seeing reflections clearly ma'am but that looks pretty nice and you can just play around and figure out what you're going to do and what sort of effect you want to create but this gives you some idea here of what you can do and how to create this hold and dirty stay steel material okay another thing to cover here is the bump and normally for this sort of material you need to have a bump map going on there and we can use one of these as a bump map I'll probably use this and what you do is you just plug that in to bump and set your bump here I'm gonna try it at five and then what you want to do is you really need to reduce this blur you can just by default all bitmaps come in at one and I'm gonna reduce it to 0.01 and I think I'll get a better result with that so that's what I'll do really to add some bump in there you can see the difference here being at it was extra level of detail but you need to pay attention here the render time has come up quite significantly that's come from 23 seconds to 29 seconds so just be wary that you'll got your end of time is going to increase as you start adding in bump detail in there now one other thing if you want to create a fall-off and put it in there you can do that all you need to do is go into your maps go general double click on fall-off bring this we're gonna plug that straight into a reflection map close makes curving out but make sure you enable that bring this up to that here put that there drag that down right click Bezier smooth bring that down and then what you're going to do is we still want the detail from this map in here so let's just take a composite map put it on there layer one add a new layer here and then we're gonna plug this straight in here into layer two and in layer 2 we're gonna change us to multiply and let's pick render so that's just made it slightly darker just in significantly darker in my mind if you want to bring that up higher you can just take these and drag these off there and they'll only here make it lighter and brighter but that's how you add a fall-off there into that you just do it multiply and if you want to put OSL in as I've gone over my other tutorials you can do that and you can put that in instead of this you just come along make sure you have the OSL okay make sure you've downloaded ourself from here from the via this for your a page if you just google OSL v-ray you'll find this complex for an hour shader page and then you need to download this save that and place that somewhere I put it within my Autodesk folder in Program Files and then this gives you all the details you need to have all you need to do is you come along to maps v-ray map you want your OSL texture just plug that straight into reflections for now obviously it can't tell what it's doing there's no data here click on a shader file wherever you put that OSL just navigate to it I've got in my Autodesk install folder I created a new folder in here called OSL I put it in there and then all you used to do really steel is an alloy so you're not really messing with anything by changing this we're just gonna make this actually 3.5 actually let's make it more 3.7 and if it makes it blue yeah that makes it blue we this is red green and blue so this is their values and I'm just making it so there's a bit more blue coming in here and then we're just gonna plug that into layer one instead of the fall-off and then plug the concert into there and we just do a quick render actually you know what since you've got this open and I'm having fun we're gonna change this you just see what this does okay I don't think it's my imagination I think that's added in point it's added in yellow hasn't it so if I made this point 1 this point 3 this point - I'll get some blue and what I'm gonna do is plug that into there with all this detail on okay so you can see I put some blue in there with the OSL but basically it's very similar to the fall-off it's very little difference and the reason I put blue in it wasn't just I felt like adding blue see this metal here the steel is slightly blue this has got a blue tinge to it I just find that often when you look at steel like this there's a blue there's a slight blue hue here not so so that's why I haven't done it up till now but occasionally you get a slight blue hue going on with the with the steel I guess it depends on the alloy and how it's made but that's why I've just added in a little bit of blue that's red green and blue and and this has to do with the extinct coefficient okay that's how I would add a fall-off or an hour cell texture and create this really nice aged worn old steel texture
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Channel: leonleon51
Views: 7,439
Rating: undefined out of 5
Keywords: Aged metal with V-Ray, antique metal, worn metal with 3DS max, old metal in 3DS Max, weathered steel in VRay and 3DS Max, 3DS Max tutorial, V-ray tutorial, vray tutorial
Id: 8x6xkcljM04
Channel Id: undefined
Length: 15min 10sec (910 seconds)
Published: Fri Apr 13 2018
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