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V-Ray | COLORFUL FLAKES Carpaint Shader 

Jonas Noell
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In this video we will build a Colorful Flakes Effekt to use for realistic carpaint shaders. For this we will first go through my updated workflow of how to build realistic carpaint materials in V-Ray. We will learn how to add simple, uncolored flakes first. Afterward we will mix those with colorful flakes. For this we have to break up the reflection in multiple channels and later combine them back together again. With simple reflection shifts we will then introduce the coloring effect and mix this back together with our original carpaint material. As everything is procedural it will stay fully parametric and allows for maximum adjustability. We will furthermore learn how to use controlers to modify multiple parameters at the same time.
I am using 3ds Max and V-Ray 6 in this demo but you can also use identical techniques for older versions such as V-Ray 5, V-Ray NEXT and V-Ray 3.
A similar workflow can also be used in other software such as Cinema4d, Maya, Blender and different kind of render engine such as Corona, Octane, Redshift, Arnold, Cycles, CyclesX, Eevee and countless others.
Chapters:
00:00 - Introduction
00:52 - Basic CarPaint
05:11 - Non-Colored Flakes
07:24 - Colored Flakes
Be sure to subscribe to the channel in order to be notified about upcoming tutorials :-)
Check out my Patreon for all my scene files, additional videos or just to support this channel :-)
/ jonasnoell

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5 авг 2024

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Комментарии : 30   
@JonasNoell
@JonasNoell 10 месяцев назад
✅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
@Itsyesfahad
@Itsyesfahad 10 месяцев назад
Man there is a huge lack for this kind of valuable content I don't know what happened but it seems like people doesn't care anymore about CGI or they don't like to share tips and tricks hopefully it's not AI thing unfortunately people doesn't have standards and quality work these days anymore anything works for them whether good or bad, seriously man thanks for this video !
@chistoprosto5859
@chistoprosto5859 10 месяцев назад
Every time I see you posted a new video, I just drop everything I'm doing and start watching 🍿😁
@jimmwagner
@jimmwagner 10 месяцев назад
A whole new world of material setup I was not aware of. Thanks Jonas!
@ZAKarchitects
@ZAKarchitects 10 месяцев назад
Thank you so much for the most premium tutorial for a car paint i have ever seen
@Aliismail3D
@Aliismail3D 10 месяцев назад
Pure perfection! You've taken this to the next level. Great tutorial as always Jonas.
@JonasNoell
@JonasNoell 10 месяцев назад
Happy to hear that, Ali 😀
@alirezaneura6516
@alirezaneura6516 10 месяцев назад
Thanks Jonas, you are next level, I always waiting for your new videos.
@cgimadesimple
@cgimadesimple 9 месяцев назад
super cool :)
@geoffkornfeld7013
@geoffkornfeld7013 8 месяцев назад
This is amazing. Now I understand how the shader for that Unreal demo Rivian was done.
@JonasNoell
@JonasNoell 8 месяцев назад
In theory similar but they also had some sort of parallax effect in there where I’m at the moment a bit clueless on how to achieve something similar 😀
@menschenmenge
@menschenmenge 10 месяцев назад
Also works perfectly in the Corona Renderer. Thanks
@JonasNoell
@JonasNoell 10 месяцев назад
Good to know 😀👍
@abdullahubeyd3060
@abdullahubeyd3060 10 месяцев назад
thanks
@DavyJonesVFX
@DavyJonesVFX 10 месяцев назад
Is it possible to save shaders for later use in VRay? I've built a lot of stuff in several projects and would like to re-use them without having to build them from scratch again.
@JonasNoell
@JonasNoell 10 месяцев назад
Hi, I have a tutorial about that. You can check it out here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-OWhTpYA_N_0.html
@pixelquarry
@pixelquarry 9 месяцев назад
I always use the linear float controllers. Is there a reason to use bezier instead?
@JonasNoell
@JonasNoell 9 месяцев назад
No really in this case it should do exactly the same :-)
@Vivavisuals3D
@Vivavisuals3D 2 месяца назад
Hey curious as to where you get your flake normal maps from or how you make them? Thanks
@JonasNoell
@JonasNoell 2 месяца назад
I scattered some planes and then rendered out a normal direction renderelement. You can also find the files on my Patreon
@shahulfreakhunter6109
@shahulfreakhunter6109 10 месяцев назад
hi can u share the RGb value of green color of node in the sme
@JonasNoell
@JonasNoell 9 месяцев назад
It would be pure green, so 0 255 0
@foshizzlfizzl
@foshizzlfizzl 10 месяцев назад
Just wondering. Why aren't you using the ramp with different colors for the flakes material? I use it for years and am able to recreate every color I need.
@JonasNoell
@JonasNoell 10 месяцев назад
Hard to tell without pictures if that achieves the same effect. Are you talking about coloring the entire reflection? In my example the colored flakes should just appear around the highlights while the rest stays neutral.
@foshizzlfizzl
@foshizzlfizzl 10 месяцев назад
I'm talking about the ramp for all flakes. Their behavior is not only seen on the spot, further the flakes color has an impact on the whole metallic appearance of the car paint, like it should, as far as I'm concerned. Why would you want to have the colored flakes effect only in the spot light? Is there a use case where you would need this specific behavior from the flakes? Would be interesting. Wenn, du willst kann ich dir mal meinen Renderings zu der von mir genannten Methode schicken. 😊
@JonasNoell
@JonasNoell 10 месяцев назад
Hi, the general idea was to show how to split up the reflection in several channels, then offset each and combine it back together again. I used car paint flakes to demonstrate this effect in this examples. But there are numerous examples where you can use it. For example take a CD 💿 shader where you just want the highlights to have this color shift effect while the rest stays neutral. Otherwise your CD would look like a a colored mess. If your workflow works good for you then stick to that, it always depends on the usecase and there is not one solution that fits all cases. Im not trying to convert anyone to adopt my workflows 😀 Nonetheless if you want to send me some pictures: info(at)jonasnoell.com as I’m always interested to see how other approach the same task.
@blenderisms
@blenderisms 9 месяцев назад
you realize you could just use the normal carpaint2 material and drive the color of the flakes with a grad. ramp? its faster to setup, faster to render.
@JonasNoell
@JonasNoell 9 месяцев назад
Not really but if it works for you then go ahead :-)
@blenderisms
@blenderisms 9 месяцев назад
@@JonasNoell of course you can, there even is an example in the documentation for creating multi colored flakes. what do you get from overcomplicating it?
@JonasNoell
@JonasNoell 9 месяцев назад
@@blenderisms The flakes in the Carpaint Mtl are implemented horribly in my personal opinion. Yes, you can randomize the color. But they turn up everywhere and not just around the highlight, have issues with flickering/aliasing, and create dark spot in the shadow areas. But if you enjoy using the Carpaint Mtl and feel you are getting the same result then stick with it. If you happen to make a tutorial about it I will be the first one to watch 🙂
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