Reduce the Refraction Glossiness to something like 0.15~0.5.Make sure that ‘Double Sided’ is turned Off in the Options tab.The material needs to be refractive for translucency to work.If you do decide to use the Translucency in the regular Vray material, here are a couple of things to remember. The reason for this is that it is a newer, faster interpretation of Subsurface Scattering that is also more adjustable. It is possible to add Translucency to your VrayMtl, but we recommend using VrayFastSSS2 material if you need this effect. If your Texture image has brighter or darker areas, it’s easy to fix using the Levels tool in Photoshop, just move the Black point to 10 and White point to 230 like in the example image. If you use the regular color picker, the range gets converted to about 1~205. The 10 to 230 range is for Photoshop textures and Vra圜olor gamma corrected colors. Using overbright colors will not only look non-realistic, but it will also increase the render times, as the light needs to be bounced around more. Even the darkest coal has an albedo of ~4%. The same goes for the blacks, only black holes absorb everything the rest of the world reflects at least a small portion of the light. The whitest snow has only 90% albedo (reflectance rate). Most things we think of as pure white are actually ~75%-90% white (190-230). Important note – for realistic results, the Diffuse must use colors or textures in the range of 10~230 on the lightness scale. This seems a bit complicated for just getting a simple color in 3ds Max, but currently there is no automatic way to do this. Now the color of the material matches perfectly with the color you took from Photoshop.
The dashed lines are the accurate curves from, the solid lines are vray metalness (And by extension the method I mentioned above), and the dotted line is the complexFresnel shader.Set the same RGB values in the color slot and change the Gamma correction settings to “Specify” and make sure it’s set at 2.2 I also want to mention to anyone using complexFresnel, that it's really not very accurate. Spend that energy adding texture detail instead. The differences are so negligible it's not worth it IMO (it's a subtle effect to begin with). I'd say don't bother with manually copying curves off of unless you're doing something scientific.
Use that as the reflection color in the vraymtl. You could also use the falloff node directly and just set the front color to the base metal color and switch the falloff type to fresnel, then change the ior. I think in 3Ds Max you can do it with the "Mix Map" node. Robert1977 I'm in Maya so I just explained the general concept of blending the two colors using a node that outputs a fresnel as the mask (in Maya theres a vrayFresnel node). What do you mean with "fresnel node" and use that as a fresnel color?Īre you in Max and Vray with 3.x? What is the node called exactly? Do you mean a falloff node? And I think you set the reflection color to rgb 255 255 255 in your approach?Ĭould you post a screenshot of your approach? Sounds really interesting. Only major downside asside from having all the extra nodes floating around is that it doesn't work with glossy fresnel.Hi DGruwier, The result will be exactly identical, since it's the same as what VRay Next Metalness does, it blends the base and reflection (white) colors using the IOR. There's your very own deconstructed metalness shader. Use a fresnel node with the given IOR value to blend between the given metal base color and a pure white color. Find the metal you want to use on list and note the "Base (diffuse) color" and the IOR value.ģ. It should look exactly like the diffuse color in the documentation, but fading to white near the edges.Ģ. To validate if you did it correctly, add the material to a sphere in a scene with a 360 white dome light set to 1 intensity and render that. Only major downside asside from having all the extra nodes floating around is that it doesn't work with glossy fresnel. The result will be exactly identical, since it's the same as what VRay Next Metalness does, it blends the base and reflection colors using the IOR. If you need to use a metalness map from a PBR material, use the vrayblend mtl with the metalness texture as the blend amount. Find the metal you want to use from the list and note the "Base (diffuse) color" and the IOR value.ģ. Set diffuse to black and disable fresnel entirely in the vraymtl.Ģ.
Here's how to manually do what Metalness does in Vray Next, using the same values given in the "Understanding metalness" blog post (which are also in the Vray documentation):ġ.