V-Ray for 3ds Max | Creating Hyper Realistic fabric Materials

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in this lesson we'll learn about the shin component of very material and how to create realistic fabric shaders using the sheen component hey folks welcome to mograph plus this video is a free sample from our course vray 5 master class your complete guide to very for 3ds max it's a massive 15 plus hours course in which we explore all the aspects of your 4 3ds max thoroughly make sure to check it out the link is in the description also be sure to subscribe and ring the bell to get notified about our latest videos if you take a look at this reference photo you can start to see what makes fabrics look like fabrics look how the faces or polygons that are parallel to our viewing direction are darker and the perpendicular faces to our viewing direction become fuzzier and brighter if you can simulate this you can get realistic fabric shaders and this is what shin component is supposed to do it is basically simulating microfibers and cloth like surfaces or any sort of fuzziness on face or on fruits and so on first let's select the fabric geometry open up the material editor create a new very material and assign it now we can run the ipr for a realistic fabric shader you only need the diffuse and the shin component plus any bump normal or displacement mapping for more advanced fabrics sometimes you can mix in the reflection as well to better see the sheen contribution let's change the diffuse color to a dark gray with the rgb values of around 15. and in the shin component set the shin color to white we immediately get that fuzziness at glancing angles you notice how the parallel faces to our viewing direction are showing the defined darker diffuse color and the perpendicular faces are showing the defined white sheen color in addition to that white color sheen component also adds that feeling of fuzziness and cloth by simulating microfibers we have the sheen color that controls the color of the microfibers and generally this should be a brighter less saturated version of the diffuse color for now let's keep it at white we also have this shin glossiness which modulates how much the microfibers diverge from the surface normal direction basically uh using the glossiness value you can control where that fuzziness begins by decreasing it it begins at lower angles from the parallel faces and by increasing it the fuzziness starts at higher angles from the parallel faces let me change the white shin color to a light pink color just to see the effect a bit better if i set the glossiness 2.9 you see how the sheen effect is limited to very extreme glancing angles and it's set to something like 0.5 0.5.3 or 0.2 now that sheen effect is more widespread and starts earlier so that's about the sheen component now let's make some realistic fabric shaders using it first we try to create a purple velvet shader so create a new very material and assign it to the geometry for the diffuse color use this dark purple with the rgb values of 9 5 and 8. you notice it doesn't look like fabric at all because we still don't have that previously described attributes of fabrics and for the sheen color let's use a brighter less saturated color compared to our diffuse color we can actually just copy the diffuse color and just increase its value and decrease its saturation the exact rgb values that i want are 232 119 and 217 now we can work with the sheen glossiness value to get what we want if i use lower values you notice it doesn't look like velvet but as soon as i start using hard glossiness values like 0.8 or 0.9 it looks and feels immediately like velvet probably something like 0.85 would be nice for here let's also add a denoiser render element to get fast noise free results while we are working on these velvet shaders in this case i'll be changing the denoising engine to nvidia ai denoiser for faster results normally in the locative process of your project you want to use nvidia ai denoiser as it is obviously faster but less accurate but for the final render change the engine to v-ray denoiser as it is more accurate and now as you can see we get this nice velvet shader now if i want to get a bluish greenish teal velvet shader all i have to do is to change the diffuse and the sheen color so let's create a copy of the purple velvet and assign it to the geometry change the diffuse color to this dark teal with the rgb values of 2 7 and 11. and the shin color should be brighter and less saturated version of the same color with the rgb values of 111 153 and 185 if we bring up the reference picture again and zoom in a tad you notice we have this fabric pattern throughout so let's add this pattern as well we'll be doing it through bump mapping so let me duplicate the blue velvet shader and assign the new shader add a v-ray beats map node and load this fabric 0 2 texture we want to use this as the bump map and also as we are in aces it would be a good idea to set the rgb color space to raw and as it is going to be a bump map input or a data input that's why we change the rgb color space to raw as we discussed it in the asus lesson in the introduction section of the course so connect it to the bump map input of a very normal map and connect the normal map to the bump input of the v-ray material i'm going to set the tiling of the fabric texture to 0.2 and 0.2 so it sits a bit larger on the surface for now we can decrease the denoiser opacity to see the texture a bit better or just completely disable it as we work on more detailed textures and the noise are kind of tends to take some detail now the texture seems a bit blurred because of the pre-filtering that very bitmap applies in the very beats map to get a sharper image we can decrease the filter multiplier to something like 0.5 just to make it a bit sharper we can also control the bump amount in the vr normal map if we wanted to but in this case one probably would be enough now let's see what we get and now we have this beautiful fabric pattern as well very nice now let's create a crushed velvet something like this photo right here so we need two base velvet shaders one should be fairly brighter than the other one then we mix the two to get the final crushed velvet look using a black and white texture so let's duplicate the simple teal velvet material and this will be our darker velvet shader now simply duplicate it again and this one will be the brighter velvet shader and now we can use brighter diffuse and shin colors compared to our base color i'm going to change the diffuse color to 7 23 and 36 which is brighter compared to our diffuse color from our previous material and change the shin color to 128 177 and 214 now we have a darker and a brighter velvet shader now to blend or mix these two materials we will need a very blend material which allows us to blend up to 10 materials so let's add one and assign it to our fabric geometry connect the darker velvet material as the base material and use the brighter version as the coat one material right now because this mix color is set to gray we get 50 of our base material and 50 of our coat material if it was black we would only see the base material and if it was completely white we would only see the coats or the brighter material but for now let's set it to gray now we can use a map to control the mix and that is what gives us that crushed velvet look i'm going to add a viewer bitsmap node and load this bw8 texture as it is a data input and not a color input like diffuse color or reflection color and we are in aces we can change the rgb color space to raw and use it as the blend one input now where the map is white the brighter material will show up and where it is black the darker material will show up we probably need to set the tiling to something like point two and point two so it sits bigger on the surface now let's see what we get and now we have this nice crushed velvet shader next let's create a simple upholstery cotton fabric shader i'm going to create a new very material and assign it we can duplicate the fabric texture and as this will be used as our diffuse color we can set its rgb color space to srgb and connect it to the diffuse color we want to use the same image for the sheen color as well but we want it to be brighter compared to diffuse color texture so connect it to a color correction map and now we can connect the color correct map to the sheen color input of the very material and to make the texture quite brighter we can simply change to this advanced mode and increase the rgb gamma to 3 in the color correct node so it gets a quite brighter version of our original texture and now let's set the shin glossiness maybe something like 0.7 this time now for the bump map connect the original fabric texture to the bump input of a vray normal node and use the normal node as the bump input now we can increase the bump height to something like one or even two as we want to make the bumpiness a bit more prominent and let's see what we get and here is our beautiful realistic cotton while we are here let's create a colored version of this simply duplicate the whole shader by holding shift plus control and assign the new shader i'm going to add a composite node which allows you to layer up textures and rgba inputs use the fabric texture as layer 1 input add a new layer in the composite map we want to use a simple color for the second layer to do that we can load a very color node and here let's change its color to this light brown with the rgb values of 82 61 and 58 and we can change the color space to srgb as we are in aces and this is a basically a color input which is the diffuse color and connect this vray color node to layer 2 input now in the composite map change the blending mode for the second layer 2 difference we can actually see a preview of the composite node if i just stop the ipr and this is normal blending modes and now this is a difference and this gives us what we want now we can use this composite map as our diffuse color and also as the input to the color correction node that is connected to the shin color if you remember this color correction basically makes the whole texture brighter and suitable for the shin color we can run the apr again for this to look better let's decrease the shim glossiness to something like 0.6 to make the fuzziness a bit more visible now let's see what we get and there you have it uh you can skip the rest of the lesson as i'll be just creating one more complex fabric shader it's not really complex but we're not gonna be using the shin component only the diffuse color with uh the help of some curves so let's go for a satin look uh for this one we won't be utilizing the shin component as i mentioned as for satin if we take a look at this reference picture you notice satin is different and the highlights are kind of playing with you there is no well-defined pattern that you can describe but i have a pretty good formula to create highly realistic satin or silk shaders and it involves curves let's create a new very material and assign it to the fabric geometry for silk first we need a falloff map let's load it and connect it to our diffuse color falloff map outputs 0 or black for the perpendicular faces to our viewing direction and one or white for the parallel faces to rv direction but we want to be able to remap these values we need to use this mix curve to do exactly that now using this curve we can remap these values to whatever we want there is a particular curve that results in a very very close look to satin or cell we are trying to put the [Music] highest and the brightest values to be a bit off of the exact parallel angles to our varying direction making the very frontal angles a bit brighter at something like point one or point two and a curve like this should give us a silk like look just needs a bit more work to make it better i do have this kind of falloff map that i created before the lesson which has a better curve let's use this falloff map instead and this should give us a really nice satin shader as you can see the next thing would be to incorporate the specific colors that we are looking for we can simply change the black and the white color in the falloff map to do that let's say we want to create a turquoise kind of green satin the black color will get the darker shade and the white will get the lighter shade of the same turquoise color i'm going to change the black color to this turquoise color with the rgb values of 19 37 and 44 and for the white color we'll use a lighter shade of that same turquoise color with the rgb values of 100 150 and 179 and voila we have a very realistic satin shader so that's about the sheen component of the very material and how to create realistic fabric shaders in vray43ds max see you in the next video make sure to visit our website mographplus.com or our gumroad page at gumroad.com mograph plus and check out our premium cgi and rendering courses for cinema 4d 3ds max maya arnold coronavir redshift octane and so on see you in the next video
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Channel: MographPlus
Views: 36,620
Rating: undefined out of 5
Keywords: fabric, rendering, cotton, silk, vray
Id: Vrop20JGvN8
Channel Id: undefined
Length: 18min 13sec (1093 seconds)
Published: Tue May 25 2021
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