V-Ray Material Fundamentals in Maya - Part 2

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
following the previous tutorial on the basics of very material properties we're now going to be covering how to take our materials to the next level by using textures in combination with our variant materials in Maya using the rain-x we'll be covering how to properly implement textures from websites like CCO texture Haven textures comm and substance painter we'll be able to understand how to properly use PBR textures that provide diffuse roughness metallic and normal Maps alright with that let's go ahead and get started so here we are back in Maya and if you want to take a look at how I set up the scene with the render settings everything take a look at the previous tutorial otherwise we're just gonna go ahead and get right into material creation so I'll go ahead and start by opening up the hypershade and creating a new very material so here we are in our hyper shade and I'm gonna just simply select the array material you can see that that's added here to our node graph and if I select the geometry here you can either right click over the material that you just created or middle mouse drag that over and that'll apply it to the shader ball alright so I'll go ahead and just hold right click assign material to selection viewport selection and I'm gonna start off by making this a matte wood yeah let's just calm that wood alright so and if you have a lot of stuff in here a lot of junk just simply select the matte material you just named in this case will be matte wood and hit output connections so now we can see us working primarily in the hypershade and what I want to do is start plugging in textures that you that we found online alright and if I go ahead and look online there's a great site called CCO textures or CC 0 textures comm and it's free and essentially they've gone through and created a lot of custom materials they've used substance for a lot of this and photography and whatnot and it's great so if you want to support them go ahead and please support them there and texture Haven also has a lot of good textures just like HDR I hate men so a ton of stuff a ton of libraries that you can start downloading some materials so if I wanted to do a would really grab any one of these woods here and you can see that you're gonna be given a lot of these materials so you can go ahead download this zip and save the file and hit OK now I've already gone ahead and downloaded these a lot of these textures so in this case I have wood 25 alright and you just go ahead extract it so we can go here and extract all and then you can see now we have the color a displacement normal and roughness we will be using all of these except displacement alright we're just gonna stick to using color normal and roughness great so if we head back to Maya actually what I want to do is a really easy way instead of manually going through here hitting diffuse color hitting the connections node hitting file and then now we can type and find the wood what you can simply do so I'll just go ahead and finish that is go to your Windows Explorer and this time I'm just gonna grab my normal and roughness and just drag that right into the output connections and there you go it went ahead and just created the nodes for us as files and we can go ahead now and just start plugging things in alright and I'll go ahead and just kind of arrange this with color and what's nice is that it also names them properly you can see here it has file right so I'm actually just gonna just for the sake of consistency copy and paste this here and there we go so we have color which has been applied here now that the key thing to keep in mind is previously we've only looked at using glossiness value well in here if we look at this map this is a roughness map all right so the thing is you used to have to go on either into Photoshop or Maya invert this since glossiness is the invert of roughness and vice versa well thankfully in theory next there is now a user of all right so simply enable user of Ness you can see that glossiness now has turned it into roughness okay now with a roughness of one and so if I go ahead now and set the reflection color to white look what happens it's still completely rough that's because we set this to use roughness if you disable and set it back to default we disappear gloss from glossiness all right so just be careful understand what you're doing here glossiness and roughness are the inversion of each other so if we enable roughness and we want pure gloss we have to set roughness to zero all right now the thing is well I want to plug in a map here okay in order to do that I can just simply middle Mouse drag my roughness map all right and put this over reflection roughness great and that works fine and you can see now it's starting to become and behave and look more like wood and if you don't if you're not seeing this here remember I change this from Hardware over to v-ray so you can see this updating in real time all right and if I scroll down here I now want to put this normal map into the bump in normal mapping slot so just scroll down and change map type to tangent space now I did forget one setting and I'll go ahead back to my roughness map and set color space to raw okay that's gonna give us an correct color space and without any srgb updates all right so if I take a look back here double-click on the main material and we have a reflection roughness with our roughness map here set to raw and then our normal map we want to want to also set that to raw we don't want any adjustments being applied our color is we do want that to have the sRGB color space so that's fine so back to our wood if I scroll down here we're gonna take this normal map middle mouse button and drag this over the map and there we go so now you can maybe a little bit hard to see here so I'm actually going to you leave this as is and let's go ahead and kick off a render so here we are back in our viewport and let's just go ahead and enable IPR and there we go and it's gone ahead and started rendering and we can start to see we are really starting to get some nice details in our wood great what I'm gonna do is simply adjust my presets because we're getting a lot of empty space here I'm just gonna set this to full 1024 so it kind of changes the aspect ratio of it on our render okay and so now that I have that what I want to do is you can of course change some of these parameters if I wanted to adjust my bump so let me actually zoom in here so you can get see a little bit more detail and let's go ahead and enable IPR all right great so that's looking good and we can see we're starting to get some good detail in here and if you want you can see under bump and normal mapping we can increase the bump multiplier so if we want our wood grain to pop out even more we can increase this let's just see something like five and now the grain is really starting to come out and become more apparent you may or may not want that you can set that to something a little bit let's dramatic but all in all that's how we adjust that there now of course I'm putting this on a shader ball if I wanted to also adjust the tiling well you do that here so I'm back in my hyper shade so if I close that you can remember open that up here so here we are and you can see in our hyper shade we have placed to the texture this is where we can actually change the tiling on our texture so if I grab the place 2d texture I can set the repeat UV to something like five by five and just simply do that for the other two nodes okay so we can do five by five and do a quick render and then you can see that we start to get kind of this finer wood being applied here green and that's such to clean up a bit become a little bit finer and I'll go ahead and close or stop that IPR so you can see the difference as it becomes a little quite a bit finer between these two sample renders okay so all in all it's starting to look good so let's go ahead and try a different material type all right so we've created a wood material and let me go ahead and create another one in this case I'll create this as a matte plastic so now I have this plastic material just like last time I'll select my two pieces of geometry hold right click and assign material to viewport selection all right and I'm gonna output connections and the Sun will move a little bit faster okay so I only have the plastic materials or the textures already created here so I'm gonna grab the color normal and roughness and I'm going to drag those right into the viewport and bring them here and you can see that I have normal roughness and color great so I'm gonna zoom in here and just gonna put these in position and I'll go ahead and just start plugging this in so I can middle Mouse drag plastic color in to diffuse color grab roughness right remember to make sure to enable roughness increase your reflection color to pure white and drag roughness to the glossiness or roughness not now sometimes my doesn't update so just hit control a toggle control a and you'll see that that updates just a viewport update issue but as long as this is enabled this will be interpreted as roughness despite this same glossiness and then scroll down to this and we're going to change normal map in tangent space and then we're to go ahead and drag normal over here and apply that to the map slot now remember it's already telling us hey this no my mouth has a color correction this mainly to unexpected result so just don't forget to head back to the normal map and set the color space to raw and then do the same thing for roughness set this back to raw alright so we have our material here and I will go ahead and just do another render okay so let me just go ahead and render that and move that over here and I do want to make sure that I am using render can great so now we're starting to get this nice noisy plastic here we of course need to adjust the tiling because you know this is supposed to be a really fine noisy plastic so I will go ahead and increase the tiling right so we go back to our place 2d texture in this instance I'll set this to you know ten by ten here at ten ten and we want to make sure of course the tiling matches between all three of these maps and I go ahead and do another matte or render with our updates on our UVs and then now this is really starting to look a lot better now keep in mind you of course want to keep tiling and scaling in mind and this since we are using textures which I should have brought up at the beginning but if you check the UVs on this this thing is fully unwrapped okay you cannot use these textures with what's models that do not have UV so be sure to make sure that they have text movies if they don't just go to UV and do an automatic one just so you can get the idea and then hopefully you can go back and unwrap our on our models later down the road but you of course always want to make sure that your models are unwrapped before you start texturing alright so now that we have that I'm going to show you just kind of a quick thing well this is kind of this you know mid gray dark gray almost kind of some sort of hue on there well what if I don't want that what if I want to change that during render time well we can use a couple of nodes in Maya all right so what I'm going to type in here is re matte I get remap HSV okay I'm gonna grab that node and I'm going to plug-in the color texture into this color slot alright so I'll go ahead and middle Mouse drag this and put this on color and then that connects that there alright and now that we have that we want to make sure to actually drop the saturation so if I drop the saturation notice that that hue now is gone and then I can actually increase the value kind of make this kind of this like whiter lighter plastic alright and if I go ahead and go to my material plastic and plug in this remap HSV into the diffuse you see that it's become kind of this white plastic which is great well great for what purpose well now I can actually change this at in the Maya node in the hypershade all right so how do we do that we do that with another node called layered texture alright so we have layered texture and what I want to do is go ahead and kind of zoom out here and move this here and I want I have this layer texture here and I'm gonna go ahead and create another one and this one on top is going to be the color this one here is going to be the texture okay so anything that's to the left will be applied on top of it alright so what I mean by that well if I go ahead now and under color middle Mouse drag remap HSV which is our white texture you can see that that's plugged in there now and then I can go to layer texture here or to our main matte plastic middle Mouse that and then I can just apply that to the diffuse color and there you go you start to see that this is green well you need to do one more thing before that happens which is because we also want to make sure to include the base color if we need to change this blend mode to multiply alright so now that this month layer is being multiplied over that it starts to come out a little bit better so we can see that we can start adjusting this to be any color we want so now we start to get a blue material we can start if we want to change this to the kind of this red plastic we certainly can right and if you want to make adjustments if you want to make this a little bit lighter you can always go back to the original texture under color balance and set that maybe the like point one or sorry one just some exposure value in that one but all in all we get kind of the results that we're looking for here and you can always change this texture here remember this is the remap version there and so this gives us a non-destructive procedural way so you can create this you can have this node here be your master node for plastic and then change this layer texture however to any color you want within your scene all right great so we just went over that and the last one that I want to go in which is a slightly different workflow or similar workflow just one extra matte is the metal alright so I'm going to jump back to our hypershade and we're going to create another theory material we have our v-ray and I'm gonna call this one mat metal and go ahead and display output connections and of course will select my shader ball geo hold right click in that hypershade and assign material to selection so if I go now back to my Windows Explorer and you can see that I have metal here right remember I'm grabbing all of these off of CCO so you can see if I look up kind of this metal material here really any one of these metals they're gonna give us all the maps that we're looking for okay you can see that we have color displacement now we have a metallic matte metalness map and the normal and roughness so what I'm gonna do is grab color metalness normal and roughness and drag those into the hypershade now that we've dragged these textures until I have per shade let's just go ahead and rearrange them and position them for easy connections I'm scrub these two and move them over and we're gonna have metalness and normal alright now remember when dealing with roughness mentalness and normal we're gonna want to make sure that color space is set to wrong all right because we want no color space adjustments to be applied here the only one that should have it applied is color that can stay srgb all right so back to our matte material we want to make sure if I switch back to v-ray that we enable use roughness and we can start plugging these maps in so color actually I'll start by just plugging in metalness so you can see what that does immediately so I can grab middle Mouse drag metalness over here to the metalness slot and you can see that already starts to apply that it essentially is setting this to survive you this is a white texture so anything that's white is pure metal anything that's black right so there's some chips happening in here scratches and whatnot is a non-metal all right so that could either be dust grime or anything that's not metallic all right so great now remember make sure when using obviously men on this is that reflection color is also set to pure white okay so reflection color set to pure white so now we have to grab our roughness map so middle Mouse drag that over reflection roughness so you can see that it starts to properly look like metal and then scroll down to bump and normal mapping we're gonna set this to normal map and tangent space okay because we are dealing with this as a tangent space normal map all right any time it's purple that's tangent space so middle Mouse drag that over matte you can see that that starts to apply there and then the last one that we want of course is color so middle mouse track color alright so we've simply plugged in color roughness metalness normal to the appropriate slots and with roughness metalness and normal all being set to raw we can go ahead now and do a quick render on how that should look so I go ahead and render that out now you can start to see this really starts to look like a roughed up grimy metal alright and the key difference we between this and the other maps with the plastics and the woods is that we now have a metalness map okay so as you can imagine the process is pretty much the same it's the same for any time you want to plug in some textures I went ahead and showed you how to then use a layered texture to change up the the base color directly in Maya so you'll have to do that in Photoshop and anything else is just going to be the same process when dealing with PBR textures which is great right it's the the workflow has become completely streamlined so you can create very realistic materials in a matter of seconds and and minutes really for your entire seams okay so hopefully that was helpful if you have any questions be sure to put them in the comments down below and as always you know like and subscribe is always appreciate it so thanks everyone take care
Info
Channel: On Mars 3D
Views: 8,855
Rating: undefined out of 5
Keywords: Maya, V-Ray, Materials, Shading, CGI, Tutorial
Id: xKNA_MQa0lE
Channel Id: undefined
Length: 22min 8sec (1328 seconds)
Published: Sun May 31 2020
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.