A few points to consider: 1. Starting from version 5, Use Vraybitmap instead of Max's. 2. Set bump to 100 after normal connection. 3. It is better to add camera exposure instead of lowering light intensity. 4. If you leave the vray displacement with no map it will look and retrieve material displacement map automatically. 5. Use Reflection map when provided, instead of setting it manually.
Thank you so much, the video was really helpful but I have some questions. 1. what does setting the override to 1 do ? 2. where should I connect the subsurface scattering map? Thank you so much again.
Thank you. 1. Default gamma in 3dsmax is 2.2, and 3ds max changes the gamma of every input bitmap to 2.2 by default, but PBR texture does not need to change. So, we override it to 1.0, the original gamma of PBR texture. 2. i recommend reading this article from vray: docs.chaos.com/display/VMAX/VRayMtl (part Translucency) 🙏
hi. thanks. for reflection slot we have to use pure black and white bitmap for metalic roughness standard? or we can use gray bitmap for reflection slot in metalic roughness standard too? looking forward to see your answer.
A black amount means you don't have any reflection. Gray is the most common amount for reflection in metal-roughness workflow, but you can get brighter reflection with a white amount if you need it, especially about glass, water, and metal substances.
@@CGwithSalar Thanks. Because I saw many people who do not use bitmaps for reflection slot in metalic/roughness workflow and only use pure white or gray color. if i use graybitmap in refl slot, the result much better than pure colors? I wanted to know if there is any problem if we use the gray bitmap in the reflection slot in the metalic/roughness workflow? For example, concrete material that does not have a pure white reflection and is in the gray range. And concrete does not have constant reflection in all points of its surface, and it is better to use bitmap. Can I use the gray bitmap in the reflection slot (metalic/roughness workflow)? In the past, I mostly used specular gloss workflow, and because of this, I have these questions in above. Thanks alot.
@@mahmoudzaefi2958 There is no difference, but using bitmap is not necessary. For concrete or anything like that, it is better to use pure gray color instead of bitmaps for both metal-rough and spec-glass workflows because a bitmap has more process than a color defined by shorter codes.
Hey Man, thanks for the video. It was helpful to be shown how to map everything. I wish you would have SLOWED THE FUCK DOWN. I had to replay literally every step 3-4 times as you gloss over the steps super fast and it was incredibly annoying. Having said that... I am grateful you took the time to record this video and it helped alot so thank you :)))
:)) thank you for your honest comment. I understand the problem now, I won't do that again. By the way, you can slow down the playback speed from the video setting.
You can slow down the speed of playing videos using youtube options. Some people like me feel bored when it is too slow. However, you are right, and I will not do that again.
A few points to consider:
1. Starting from version 5, Use Vraybitmap instead of Max's.
2. Set bump to 100 after normal connection.
3. It is better to add camera exposure instead of lowering light intensity.
4. If you leave the vray displacement with no map it will look and retrieve material displacement map automatically.
5. Use Reflection map when provided, instead of setting it manually.
Thank you, Tomer. I appreciate it.
1. ...or select Override while you import the bitmap.
Thank you for the tutorial!
Thanks Tomer for the suggestions!
Thanks for this video man! Heroes in real world don't wear capes
Your welcome 😊
Thank you so much, the video was really helpful but I have some questions.
1. what does setting the override to 1 do ?
2. where should I connect the subsurface scattering map?
Thank you so much again.
Thank you.
1. Default gamma in 3dsmax is 2.2, and 3ds max changes the gamma of every input bitmap to 2.2 by default, but PBR texture does not need to change. So, we override it to 1.0, the original gamma of PBR texture.
2. i recommend reading this article from vray: docs.chaos.com/display/VMAX/VRayMtl (part Translucency)
🙏
@@CGwithSalar Thank you
hi. thanks. for reflection slot we have to use pure black and white bitmap for metalic roughness standard? or we can use gray bitmap for reflection slot in metalic roughness standard too? looking forward to see your answer.
A black amount means you don't have any reflection. Gray is the most common amount for reflection in metal-roughness workflow, but you can get brighter reflection with a white amount if you need it, especially about glass, water, and metal substances.
@@CGwithSalar
Thanks.
Because I saw many people who do not use bitmaps for reflection slot in metalic/roughness workflow and only use pure white or gray color.
if i use graybitmap in refl slot, the result much better than pure colors?
I wanted to know if there is any problem if we use the gray bitmap in the reflection slot in the metalic/roughness workflow?
For example, concrete material that does not have a pure white reflection and is in the gray range.
And concrete does not have constant reflection in all points of its surface, and it is better to use bitmap.
Can I use the gray bitmap in the reflection slot (metalic/roughness workflow)?
In the past, I mostly used specular gloss workflow, and because of this, I have these questions in above.
Thanks alot.
@@mahmoudzaefi2958 There is no difference, but using bitmap is not necessary. For concrete or anything like that, it is better to use pure gray color instead of bitmaps for both metal-rough and spec-glass workflows because a bitmap has more process than a color defined by shorter codes.
@@mahmoudzaefi2958 and remember, every regular material has reflection, even black holes on concrete. They are just rougher.
@@CGwithSalar thanks.
Hey Man,
thanks for the video. It was helpful to be shown how to map everything. I wish you would have SLOWED THE FUCK DOWN. I had to replay literally every step 3-4 times as you gloss over the steps super fast and it was incredibly annoying. Having said that... I am grateful you took the time to record this video and it helped alot so thank you :)))
:)) thank you for your honest comment. I understand the problem now, I won't do that again. By the way, you can slow down the playback speed from the video setting.
Aside from the speed issue, I'm very thankful you took the time to help us all with the video. Thank you very much champion. @@CGwithSalar
My head is spinning. Gotta pause a lot just to get what you are doing, but great info.
I apologize for the issue. You can adjust the video speed for better viewing.
سالاری خودت.دمت گرم.
قربونت امیر جان
Can you make similar tutorial for Vray C4D?
unfortunately, I have no experience in C4D.
tnx
Thanks Man!
Your welcome
How to apply pbr specular map? Pls
Might I will do it.
can anyone help me how to apply translucency and scatter?
why your render result without HDRi background?
Because I made it invisible from the Dome light option.
Thanks for your good tutorial :)
Glad it was helpful!
Dude, great tutorial but to fast. Keep posting another ones but a little bit slower! Split the nexts videos in parts, pls! Thanks
Thanks, will do!
You can slow down the speed in TH-cam thru the setting of the video itself.
Very useful and practical, but too fast :D
Glad you like it!
The link for you HDRI is broken is there somewhere else I can grab it from?
Hi Jim, I fixed it. Now, you can get it.
@@CGwithSalar your a superstar thx!
I give thumbs down to all videos that are posted in fast motion. There is no need to post something that someone can't see.
You can slow down the speed of playing videos using youtube options. Some people like me feel bored when it is too slow. However, you are right, and I will not do that again.
@@CGwithSalar Don't mind replies like these. Thanks for good tutorial.
@@Meranobium Thanks 🙏
sorry but too fast to follow.
@@hardsurfacmodeling I fully comprehend. Please choose a slower playback rate from the menu.