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V-Ray Next for 3ds Max Essential Training

V-Ray Next for 3ds Max Essential Training

6h 14mIntermediate2019-03-12

Authors

Brian Bradley

Brian Bradley

3D Artist, Business Owner

Course details

Get up and running with the V-Ray Next rendering engine inside 3ds Max. In this course, instructor Brian Bradley shows how to extend the range of 3ds Max using the many state-of-the-art tools and features found in this edition of the powerful rendering solution. Brian kicks off the course by covering several new tools included in V-Ray Next, including the Lighting Analysis tool and the Viewport IPR. He then dives into critical V-Ray concepts, including materials, image sampling, maps, and lighting, as well as how to create in-camera effects such as depth of field and motion blur. Plus, he shows how to easily add lifelike effects to your 3D models using FX tools such as VRayFur.

Learning objectives
Working with drag-and-drop V-Ray assets
Using V-Ray lighting tools
Enabling the Environment skylight
Working with Global Illumination
Using irradiance mapping
Working with V-Ray materials and maps
Quality control using image sampling
Using V-Ray GPU
Leveraging tools for interactive rendering
Working with FX tools such as VRayMetaball
Stereoscopic VR rendering
Using Render Mask

Skills covered

3ds Max3D AnimationRenderingMotion Graphics and VFXAutodesk3D ModelingVisualization and Real-TimeEssential TrainingAECProduct and ManufacturingAnimation and Illustration

Concepts

0. Introduction

  • 01 - Creating renders using V-Ray Next
  • 02 - Software versions used in this course
  • 03 - Working with 3ds Max projects
  • 04 - A note on gamma and unit settings

1. New in V-Ray Next

  • 05 - Adaptive Dome Light setting
  • 06 - Metal rough workflow
  • 07 - Rendering in the cloud (beta)
  • 08 - Switch material
  • 09 - NVIDIA AI Denoiser and render element specific denoising
  • 10 - New hair material (update 1 Glint and Glitter)
  • 11 - Lighting Analysis tool
  • 12 - V-Ray plugin material and texture
  • 13 - Drag-and-drop V-Ray assets
  • 14 - Point-and-shoot camera tools
  • 15 - Update 1 - Viewport IPR
  • 16 - Update 1 - GPU improvements (bucket, dispersion, and faster fog)

2. V-Ray Key Lighting Tools

  • 17 - An introduction to the V-Ray light
  • 18 - The V-Ray Plane light
  • 19 - The V-Ray Dome light
  • 20 - The V-Ray Sphere light
  • 21 - The V-Ray Mesh light
  • 22 - The V-Ray Disc light
  • 23 - The V-Ray IES light
  • 24 - V-Ray Sun and Sky
  • 25 - Enabling the Environment skylight

3. Working with Global Illumination

  • 26 - Using irradiance mapping - Part 1
  • 27 - Using irradiance mapping - Part 2
  • 28 - Using Light Cache
  • 29 - Using Brute Force GI

4. V-Ray Materials

  • 30 - The V-Ray Material - Diffuse color
  • 31 - The V-Ray Material - Reflection
  • 32 - The V-Ray Material - Clear glass
  • 33 - The V-Ray Material - Colored and frosted glass
  • 34 - Creating a translucency effect
  • 35 - V-Ray hair shader
  • 36 - Car paint shader
  • 37 - Using the VRmat format
  • 38 - The V-Ray alSurface material
  • 39 - Using MDL materials

5. V-Ray Maps

  • 40 - An introduction to V-Ray maps
  • 41 - V-Ray Color
  • 42 - V-Ray Curvature
  • 43 - V-Ray Dirt
  • 44 - V-Ray Edges Tex
  • 45 - V-Ray HDRI
  • 46 - V-Ray MultiSub Tex
  • 47 - V-Ray Normal Map
  • 48 - V-Ray Triplanar

6. Quality Control Using Image Sampling

  • 49 - Image sampling explained
  • 50 - Progressive sampling engine
  • 51 - Bucket sampling engine
  • 52 - IPR
  • 53 - Resumable rendering
  • 54 - Fixing super bright sampling problems

7. The V-Ray Physical Camera

  • 55 - Physical Camera setup
  • 56 - Physical Camera controls
  • 57 - Controlling exposure
  • 58 - Depth of field
  • 59 - Creating a Motion Blur effect
  • 60 - Perspective correction
  • 61 - Rendering panoramas

8. V-Ray GPU

  • 62 - An introduction to V-Ray GPU
  • 63 - Using V-Ray GPU
  • 64 - The GPU UI - V-Ray tab
  • 65 - The GPU UI - Performance tab

9. Working with Render Elements

  • 66 - Render elements explained
  • 67 - Pipeline decisions
  • 68 - Render elements workflow
  • 69 - Outputting our basic render elements
  • 70 - Compositing the basic elements
  • 71 - Using elements for image manipulation
  • 72 - Adding DOF using a Z-Depth pass
  • 73 - Light Select
  • 74 - Multimatte
  • 75 - Cryptomatte
  • 76 - Sample Rate
  • 77 - The Denoiser element
  • 78 - ExtraTex (Dirt AO)

10. V-Ray Frame Buffer

  • 79 - UI overview
  • 80 - The Color Correction controls
  • 81 - Using the History tool
  • 82 - Tools for interactive rendering
  • 83 - Interactive Lens FX

11. V-Ray FX Tools

  • 84 - Using V-Ray Geometry - Fur
  • 85 - Using V-Ray Geometry - Proxies
  • 86 - Using V-Ray Geometry - Clipper
  • 87 - V-Ray Instancer
  • 88 - Stereoscopic VR rendering
  • 89 - V-Ray metaballs
  • 90 - DOF in a perspective viewport
  • 91 - Using Render Mask
  • 92 - Aerial perspective
  • 93 - Displacement
  • 94 - Volume grid
  • 95 - V-Ray mesh viewer

Conclusion

  • 96 - Next steps

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