It works in some cases better than others. For smooth sand/snow its ideal. If your floor has lots of geometry details those would also be smoothed with very high values which can have unwanted effects. So it's not a solution that always works but always worth to try out 😃
@@JonasNoell Little late but what I like to do in those cases is add a VrayDirt with a large radius but high Distrib, as multiply with an RGB Level of 2 in the BumpMTL composite. This way the edgetex smoothing is limited to the blending with other objects and ignores most of the geometric detail you don't want to smooth. If there's a huge dip in the geometry that unfortunately allows Edgetex, I switch to a distancetex but it's less stable and less procedural. Hope it helps =)
@@prismaldesignHi, interesting, when I tried to "mask" the EdgesTex it never seemed to work properly, so either the whole material had the edges effect or it didn't. But I will try out with the 2x RGB level. So your edgesTex is in the BmpMaterial in a composite with 2 layers (VRayEdgesTex + VRayDirt as Multiply) if I understood correctly?
@@JonasNoell Indeed it doesn't seem to be maskable, I remember masking it a while ago. No problemo, just tried and you can plug your mask into the Edgetex radius instead, works like a charm! Wanted to send a demo but links get auto banned haha.
This is incredible. Originally, Vray still has these features and I really like your tutorial. I hope to see more of these tutorials. Thank you very much.
I always learn something new and valuable from your tuts. You explain what and why you do things so well. looking into your Patreon now. Thanks for all that you do.
Great video as usual ! I love the way you use all the VRay's arsenal tools to accomplish your goal! (I'm not a native english speaker but it made me laugh each time you say floor, to me it is more likely ground 😋)
Hey Jonas, what is the purpose of the black vray color you added to the composite just before adding the noise? - it is to stop it from interfering with the vray edges tex?
Depends on your GPU and CPU probably :-) I haven't really tried out GPU rendering extensively, but I plan to upgrade my GPU and then make comparrisons. In terms of featureset and flexibility V-Ray CPU for me is king. If speed is your No1 priority then there are probably other (GPU) alternatives which are faster that is true.
Solid. One thing i see is that the vrayedgeTex + vrayBumpMtl modifies the rock also, so i think you can mask it with the previous falloff texture, right? Because the rock looks smoother at the end. I'm comparing min 9:45 with 10:45
Oh wow, you are actually right. I didn't notice that. As the edges texture is only on the sand shader but it somehow also affect the rock. I tried masking it off with the previous mask but that doesn't seem to work. Will try around and report back if I find some solution as this is bugging me now. Thanks for the hint :-)
Ok, what does work as a fix is to throw the normalmap for the rock on it. Before I didn't use the Normalmap as I am using the HighPoly Source and with the Normalmap the details would become overamplified. But with the EdgesTex and the Softening of the Stone if you throw on the Normalmap it looks 99% identical to before. Not the most elegant way but it works 🙂
@@JonasNoell Thanks for reply. If i understand well, you will take composite (#map86 at your example) as a mask for mixer map of two displaces (ground and rock) - and that connect to displace modifier?
@OriginalOR Yeah normally like this 😀I haven’t tried it out myself though, I normally don’t like to use displacement as it adds another level of complexity, potential problems and much longer render and initialization time so I tend to avoid it wherever possible. Normally you are much better off converting high res geometry to proxies than dealing with displacement during render time
Beautiful.. i didnt think that edgetex would help blending in this situation, But i think its better to have the same uv between ground and rocks right?
It’s not a matter of UVs. It’s because there are 2 faces meeting with different normal angle. That’s why the edges texture is helping to smooth the transition.
Great work, where did you get the rocks? I've been messing around with megascans rocks in max. They looks great in unreal but takes alot of work to get them working in max and vray.
Hi Jonas very nice as always! I was actually looking for a way to achive this effect, may I ask if you think is possibile to go even further and have some kind of procedural way to make wind effects sand around stones... where the sand create that natural accumulation and holes around objects... thank you
I tried around with this for a bit but so far didn't find something super elegant. I think it is possible but would be a more complicated setup as it also contains displacement and so on. I will try around a bit and if I find some elegant solution make a tutorial about it. I normally try to keep stuff simple as I hate working in complicated, slow setups...
@@JonasNoell yes I Guess might be complicated to have a nice natural effect…. I tried with a vray distance texture map … and some displacement… but didn’t get the way I thought … maybe tyflow but yet no sand solver available…
Thank you for the great tutorial! One thing I don't understand is why the black VrayColor node doesn't override the VrayEdgesTex node when it's set to normal at 11:05. Can you please explain?
The EdgesTexture works different than your standard layers. As long as it is in the Composite it will be calculated, no matter what is on top of it. Sometimes it has unwanted behavior, that's why I normally tend to add a black color on top to start with a clean stack so to speak.
could you please make a tutorial about vray bake texture in the future, because so far there is no tutorial in youtube can teach how to make a bake 100% match the original material, specially the normal bump channel, even the vray official can't answer it well.
✅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
One of the few channels where I learn something new from every single video. Even with 10 years experience. Good Job!
Awesome! 😎
This is such a simple, yet genius solution. Thanks for demonstrating!
Really cool! Definitely didnt know that bump / edges trick to get rid of those hard disgusting CG lines :) thaaanks!
It works in some cases better than others. For smooth sand/snow its ideal. If your floor has lots of geometry details those would also be smoothed with very high values which can have unwanted effects. So it's not a solution that always works but always worth to try out 😃
@@JonasNoell i will definitely try it out for things like sand!!!
@@JonasNoell Little late but what I like to do in those cases is add a VrayDirt with a large radius but high Distrib, as multiply with an RGB Level of 2 in the BumpMTL composite. This way the edgetex smoothing is limited to the blending with other objects and ignores most of the geometric detail you don't want to smooth. If there's a huge dip in the geometry that unfortunately allows Edgetex, I switch to a distancetex but it's less stable and less procedural.
Hope it helps =)
@@prismaldesignHi, interesting, when I tried to "mask" the EdgesTex it never seemed to work properly, so either the whole material had the edges effect or it didn't. But I will try out with the 2x RGB level. So your edgesTex is in the BmpMaterial in a composite with 2 layers (VRayEdgesTex + VRayDirt as Multiply) if I understood correctly?
@@JonasNoell Indeed it doesn't seem to be maskable, I remember masking it a while ago. No problemo, just tried and you can plug your mask into the Edgetex radius instead, works like a charm! Wanted to send a demo but links get auto banned haha.
Always holding my breath waiting for each tutorial to drop. Thank you.
This is insane!
best vray channel. keep them coming. very refreshing from all the clickbait the blender hype
Man, I've been looking for this tutorial for ages and now I've found it!!! You rock.
This is incredible. Originally, Vray still has these features and I really like your tutorial. I hope to see more of these tutorials. Thank you very much.
Subscribe and get notified :-)
Amazing tutorial. I hope to see more of these tutorials about Blend Shader and Procedural Masks. Your channel is nice 👍
Best vray tutorials on TH-cam
Awesome video! Very nice tips on using procedurals!
amazing tutorial, always learning something from you. thank you 👍
Each video you upload I'm interested in. Keep up the great work.
Your tutorials are fire, Jonas!
Amazind advanced hacks !
I always learn something new and valuable from your tuts. You explain what and why you do things so well. looking into your Patreon now. Thanks for all that you do.
Sure you're welcome. Thx for the feedback!
I love your channel ! There are really very few channels that describe more advanced techniques in vray :)
Awesome many thanks
Great tutorial! Many thanks for sharing.
What an amasing toutorial
Great knowledge, works also with Corona renderer (not all features are provided by Corona).
Beautiful! There are lots of practical uses for such a setup, thank you!
Thank you for the tutorial! The last part with edge blending was the most difficult, and I couldn't achieve your result with Corona :)
Yeah, that part might be exclusive to V-Ray possibly
Great video as usual ! I love the way you use all the VRay's arsenal tools to accomplish your goal!
(I'm not a native english speaker but it made me laugh each time you say floor, to me it is more likely ground 😋)
Haha yeah you are probably right 😀
Very good tut, thank you!!
Enormous! Thanks!
Fantastic, thanks a lot!
Take my heart
nice work
Hey Jonas, what is the purpose of the black vray color you added to the composite just before adding the noise? - it is to stop it from interfering with the vray edges tex?
So good teatching tutorials! Dont you think vray is too slow compared with gpu engines like fstorm and octane?
Depends on your GPU and CPU probably :-)
I haven't really tried out GPU rendering extensively, but I plan to upgrade my GPU and then make comparrisons. In terms of featureset and flexibility V-Ray CPU for me is king. If speed is your No1 priority then there are probably other (GPU) alternatives which are faster that is true.
Solid. One thing i see is that the vrayedgeTex + vrayBumpMtl modifies the rock also, so i think you can mask it with the previous falloff texture, right? Because the rock looks smoother at the end.
I'm comparing min 9:45 with 10:45
Oh wow, you are actually right. I didn't notice that. As the edges texture is only on the sand shader but it somehow also affect the rock. I tried masking it off with the previous mask but that doesn't seem to work. Will try around and report back if I find some solution as this is bugging me now. Thanks for the hint :-)
Ok, what does work as a fix is to throw the normalmap for the rock on it. Before I didn't use the Normalmap as I am using the HighPoly Source and with the Normalmap the details would become overamplified. But with the EdgesTex and the Softening of the Stone if you throw on the Normalmap it looks 99% identical to before. Not the most elegant way but it works 🙂
❤❤❤
Great!🎉
Thank you! You have the best tutorial! Just question, how will you make setup if objects use Vray displacement modifier?
Would be the same setup, or where do you think it would cause issues?
@@JonasNoell Thanks for reply. If i understand well, you will take composite (#map86 at your example) as a mask for mixer map of two displaces (ground and rock) - and that connect to displace modifier?
@OriginalOR Yeah normally like this 😀I haven’t tried it out myself though, I normally don’t like to use displacement as it adds another level of complexity, potential problems and much longer render and initialization time so I tend to avoid it wherever possible. Normally you are much better off converting high res geometry to proxies than dealing with displacement during render time
Beautiful.. i didnt think that edgetex would help blending in this situation,
But i think its better to have the same uv between ground and rocks right?
It’s not a matter of UVs. It’s because there are 2 faces meeting with different normal angle. That’s why the edges texture is helping to smooth the transition.
@@JonasNoell yea but if there is a clear texture like for example checker i think it would be noticable right?
@@bayansafadi3681 Sure in this case yes
thanks
Great work, where did you get the rocks? I've been messing around with megascans rocks in max. They looks great in unreal but takes alot of work to get them working in max and vray.
I have a tutorial about this in my channel, it’s called UE5 Style Environments
@@JonasNoell yeah just found it thanks! some great tuts on your channel!
Does the sand texture have to be procedural or using a mapping technique to avoid making it look scaled and tiled differently on the rocks?
You can use triplanar and make it dependant on the world scale instead the object units, this way it won't be tiled differently on the rocks.
Hi Jonas very nice as always! I was actually looking for a way to achive this effect, may I ask if you think is possibile to go even further and have some kind of procedural way to make wind effects sand around stones... where the sand create that natural accumulation and holes around objects... thank you
I tried around with this for a bit but so far didn't find something super elegant. I think it is possible but would be a more complicated setup as it also contains displacement and so on. I will try around a bit and if I find some elegant solution make a tutorial about it. I normally try to keep stuff simple as I hate working in complicated, slow setups...
@@JonasNoell yes I Guess might be complicated to have a nice natural effect…. I tried with a vray distance texture map … and some displacement… but didn’t get the way I thought … maybe tyflow but yet no sand solver available…
Thank you for the great tutorial! One thing I don't understand is why the black VrayColor node doesn't override the VrayEdgesTex node when it's set to normal at 11:05. Can you please explain?
The EdgesTexture works different than your standard layers. As long as it is in the Composite it will be calculated, no matter what is on top of it. Sometimes it has unwanted behavior, that's why I normally tend to add a black color on top to start with a clean stack so to speak.
@@JonasNoell Thank you for the clarification! I didn't know that. I will put it to good use.
I still can't figure out how vrayedgestex works in this example. After all, it only draws a grid, how can you blend both objects?
If you put it into a diffuse slot it will do that but in the bump map is adds a rounded corner effect.
Does this work in Maya?
could you please make a tutorial about vray bake texture in the future, because so far there is no tutorial in youtube can teach how to make a bake 100% match the original material, specially the normal bump channel, even the vray official can't answer it well.
Ah that's an idea, I will look into that.
Erste Kommentar ... Wunderbar ...
anyone knows how to do this in Corona Render?
this doesn't seem to work for me, I see no visual difference between 1cm and 100cm in the round edges node
BRO IF YOU SWITCH TO BLENDER and do the same tutorials you will become instant millionaire Im telling you.
Haha I will think about it :-D Haven't really tried much of blender!
Can you do a car with tyre tracks in mud
Good idea I will add it on my list
exactly not a donut modelling tutorial
thanks