Amazing. Kudos to you. If someone wants to stay up to date with progressively enhanced Vray procedures and features your channel is the right place to go. Very informative, super clear explanation.
Really nice! Are there cases where the SSS amount differ between the front and back side materials? Or should it always be the same value for both sides for realistic results?
Technically it should be the same as we only want to have a different diffuse map for both sides. However it is possible to set different value for creative choice reasons and you can get all kind of interesting effects with it. So as long as you know what you want to achieve you can also set different values :-)
There were a bunch of updates for the translucency workflow over the past months and releases :-) For Cosmos, I guess because the option for the "ThinWalled" was added after the majority of the assets were already converted. I still works though, it's just unefficient because they always go through the 2SidedMtl even though front- and backside are the same. (Also the translucency in the 2SidedMtl is just a greyscale mask and ignores colors)
Hi Jonas, My elements drop down list always show Vraydiffusefilter instead of diffuse. I don’t see anything that doesn’t start with a vray preffix on the elements tab. How is yours different? Thanks.
@@richardminhle You can save yourself a Maxtstart scene where everything is setup and named the way you want. Or you can merge in renderelments from other scenes where you named them how you want. You don't need to always create them from scratch again.
Since the VrayBitmap has replaced the default 3DsMax Bitmap, I'm a left a bit confused about the colorspace transfer function, inverse gamme etc and which map needs to be set to what...roughness and normal to inverse gamme and albedo map to sRGB? in general a video about gamma 2.2 and the correct setup for maps would be much appreciated.
Hi Jonas, does subdividing a plane (e.g. floor) has something to do with its render quality? -I saw some artist doing this - even walls, they subdivide it
Yes, you can control the overall reflectivity with the IOR. The reflection color only defines the maximum reflection value which should be always left at 100%. For dielectic materials this value is only ever reached at the glancing angles.
I have been testing this new workflow 2 months ago and I reached a good result using this method, and I have been so confused between both approaches so first of all thanks for this good demonstration. However, I am still a bit confused about something, did Chaos Group updated the Vray2sideMtl? because last time I used it to have 2 different texture for the leaves I got a weird result, So I started to work around following this method from Adan Martin czcams.com/video/7QIdI_F0lmM/video.html&ab_channel=Ad%C3%A1nMart%C3%ADn Thanks a lot!
Yes, it has been updated. Before it was producing errors when plugging in shaders with the ThinWalled option but now it has been adressed. Now the translucency in the 2SidedMtl will be completely ignored with the ThinWalled Option as demonstrated in the video.
Basicall you just use the 2Sided Mtl when you have different Front/Backside for your leafs. Otherwise it's not required. The workaround with the OSL is not required anymore. But if you prefer this way it's also fine to use the OSL.
✅Check out Patreon for all my scene files, bonus videos, a whole course on car rendering or just to support this channel 🙂
patreon.com/JonasNoell
Great Video! Would love to see a tutorial on how to do a procedural asphalt texture
I would just use UVWRandomizer with Stochastic Tiling
A big thank you! To the point, concise, now I finally understand how to do it properly - loving it. :)
Amazing. Kudos to you. If someone wants to stay up to date with progressively enhanced Vray procedures and features your channel is the right place to go. Very informative, super clear explanation.
Very nice, thank you !!
Your tutorials are just AMAZING!! thank you!!
I ask my self, which type of cpu is in your brain? Complimenti di cuore Jonas!!!!!!!!!!!!!!!!!!!
this is just so WOW!!!!!! WHAT ELSE SHOULD WE SAY...
Super helpful. Thank you for the great video!
شكررااا جزيلا ❤❤🎉🎉
Fantastic, thank you!
Really nice! Are there cases where the SSS amount differ between the front and back side materials? Or should it always be the same value for both sides for realistic results?
Technically it should be the same as we only want to have a different diffuse map for both sides. However it is possible to set different value for creative choice reasons and you can get all kind of interesting effects with it. So as long as you know what you want to achieve you can also set different values :-)
@@JonasNoell Neat!
Do you have a recommendation for a realistic animated tree library that doesn't cost a fortune? Thanks
nice tutorial
THANKS!
Good one
So there was an update to the translucency workflow...good to know ;)
Can you think of a reason why this workflow is not used on cosmos assets?
There were a bunch of updates for the translucency workflow over the past months and releases :-) For Cosmos, I guess because the option for the "ThinWalled" was added after the majority of the assets were already converted. I still works though, it's just unefficient because they always go through the 2SidedMtl even though front- and backside are the same. (Also the translucency in the 2SidedMtl is just a greyscale mask and ignores colors)
thanks) cool)) Can I get a lesson on cottage architecture from you?
What do you mean?
@@JonasNoell visualization of the cottage
Great! Simplier way is always welcome. Sadly, it doesn't work with GPU rendering. But... well, this is Chaos' way.
Well the development at Chaos is traditionally in the CPU and the transferred over to GPU. But it’s coming I’m sure 😀
thanks
Hi Jonas, My elements drop down list always show Vraydiffusefilter instead of diffuse. I don’t see anything that doesn’t start with a vray preffix on the elements tab. How is yours different? Thanks.
I just renamed them to simpler names, they are all standard V-Ray Renderelements
@@JonasNoell Thank you. It is a bummer that Vray doesn’t save the name change and i have to import the list back in everytime.
@@richardminhle You can save yourself a Maxtstart scene where everything is setup and named the way you want. Or you can merge in renderelments from other scenes where you named them how you want. You don't need to always create them from scratch again.
@@JonasNoell thank you. It is a great tip
Since the VrayBitmap has replaced the default 3DsMax Bitmap, I'm a left a bit confused about the colorspace transfer function, inverse gamme etc and which map needs to be set to what...roughness and normal to inverse gamme and albedo map to sRGB? in general a video about gamma 2.2 and the correct setup for maps would be much appreciated.
I think this should be answered in my video on how to use megascans assets
Hi Jonas, does subdividing a plane (e.g. floor) has something to do with its render quality?
-I saw some artist doing this - even walls, they subdivide it
Hi Jonas, are the leaves already UV-Prepared? you didn't explained how was the Banana Leaf fit the leaves model
Yes, just a simple planar UV from the top in this case
Hi Jonas, is it generally normal practice when dealing with megascans PBR materials to use 100% reflection value every time?
Yes, you can control the overall reflectivity with the IOR. The reflection color only defines the maximum reflection value which should be always left at 100%. For dielectic materials this value is only ever reached at the glancing angles.
🔥🔥🔥❤️
I have been testing this new workflow 2 months ago and I reached a good result using this method, and I have been so confused between both approaches so first of all thanks for this good demonstration.
However, I am still a bit confused about something, did Chaos Group updated the Vray2sideMtl? because last time I used it to have 2 different texture for the leaves I got a weird result, So I started to work around following this method from Adan Martin
czcams.com/video/7QIdI_F0lmM/video.html&ab_channel=Ad%C3%A1nMart%C3%ADn
Thanks a lot!
Yes, it has been updated. Before it was producing errors when plugging in shaders with the ThinWalled option but now it has been adressed. Now the translucency in the 2SidedMtl will be completely ignored with the ThinWalled Option as demonstrated in the video.
Basicall you just use the 2Sided Mtl when you have different Front/Backside for your leafs. Otherwise it's not required. The workaround with the OSL is not required anymore. But if you prefer this way it's also fine to use the OSL.
@@JonasNoell Okay, Thanks very Much!