![]() ![]() There’s this website that I’ve stumbled upon while looking for material images, called Texture Haven. This looks very confusing, I know! But this is way easier than you think □ Displacement Map: this map in particular is very important if your material is rough or needs to look and act like a 3D object (stone wall, stone floor, rattan, etc.).Bump Map: if the material you have in mind has a visible “texture” to it (not smooth like glass), then you’ll need this too.Reflection Map: not all materials reflect light the same way (if at all), so having this map will make sure the render engine reflects the light hitting this material realistically.High Quality Diffuse Map: this is what your material will look like.In order to create realistic VRay materials you need a few things: ![]() This is where you will have to create your own material to match your model, and you need to know exactly how to do so the right way so you don’t mess up your model or final render. VRay 3.4 comes with a good material library that has a few good materials tha are necessary to make a model come to life.īut not all materials are requested in a custom design, you may find yourself limited if you only use that selection of materials in designs for your clients and your clients may ask for specific patterns or color options that you can’t find in the VRay Material Library or even online in ready packed materials (*.vismat). You could also adjust the strength of the AO that way.Disclaimer: This post is not sponsored I’ve chosen to promote Texture Haven & HDRI Haven because of their amazing quality downloads and the fact that these downloads are FREE with no attribution required. Thinking about it though, you could even add it to your Diffuse slot by using a Composite Node and setting this in a layer and setting Blending mode to Multiply while the Albedo Map is set to Normal. You'll find them in Maps>General>.Ībout AO, I've got no clue. You can use the "Colour Correction" or "Output" nodes for that. ![]() Since Roughness is the opposite of Glossiness. So this map could be used connecting into the Glossiness slot, which is under reflections. Roughness has to do with how reflections are. You could try attaching your normal map to this node, and this node to the Bump slot. But there is a VRayNormalMap in Maps>V-Ray>VRayNormalMap. I'm not sure about this, I've never used it myself. But with multiple colours describing in which direction the irregularities are. You'll have to attach them by understanding what these maps do, what kinda data they have, and what results you want to achieve by approximating what would happen when you attach to the slots where you can put the data your maps have. Depending on which version of V.Ray you have. ![]()
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