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V-Ray 3.0 for 3ds Max Essential Training

V-Ray 3.0 for 3ds Max Essential Training

7hBeginner2018-07-18

Authors

Brian Bradley

Brian Bradley

3D Artist, Business Owner

Course details

Master features of the V-Ray 3.0 rendering engine and learn how to extend the range of 3ds Max with state-of-the-art V-Ray tools, such as progressive sampling, skin and hair shaders, and stereoscopic 3D rendering. This course covers critical V-Ray concepts such as basic material creation, image sampling, color mapping, subdivs, and lighting, as well as creating in-camera effects such as depth of field, motion blur, and caustics. Author and 3D expert Brian Bradley will help you add amazing and lifelike materials and effects to your 3D models with this powerful plugin.

Learning objectives
Using the new UI elements, Quick Settings, and revamped Frame Buffer
Understanding color mapping modes
Adding V-Ray light types
Working with the V-Ray Sun and Sky systems and dome light
Using irradiance mapping and light cache
Working with diffuse color maps
Making reflective materials
Creating a translucency effect
Using the new SSS and skin shaders
Ensuring quality with image sampling
Working with the adaptive subdivision engine
Controlling the physical camera
Working with FX tools such as VRayFur and VRayMetaball
Stereoscopic 3D rendering
Using Render Mask

Skills covered

V-RayChaos GroupVisualization3ds MaxRenderingMotion Graphics and VFXAutodeskVisualization and Real-TimeEssential TrainingAECProduct and ManufacturingAnimation and Illustration

Concepts

Introduction and Important Information

  • 01 - Welcome
  • 02 - Software versions used
  • 03 - What you should know before watching this course
  • 04 - Using the exercise files
  • 05 - The 3ds Max project structure
  • 06 - Gamma handling
  • 07 - A word about Intel Embree
  • 08 - A word about HDRIs

V-Ray 3.1 to 3.3 Updates

  • 09 - Introduction to this update
  • 10 - Using the additional exercise files
  • 11 - V-Ray and 3ds Max versions used
  • 12 - Updates to V-Ray RT
  • 13 - VFB improvments
  • 14 - Updates to cameras
  • 15 - GGX, rounded corners, and more
  • 16 - Randomization and better translucency
  • 17 - The Triplanar Map
  • 18 - Render elements
  • 19 - Lighting updates
  • 20 - Aerial perspective
  • 21 - Volume grid
  • 22 - V-Ray proxy
  • 23 - The V-Ray Instancer
  • 24 - VR mesh viewer
  • 25 - Odds and ends
  • 26 - Next steps

V-Ray 3.4 to 3.6 Updates

  • 27 - Introduction to this update
  • 28 - Using the additional exercise files
  • 29 - V-Ray and 3ds Max versions used
  • 30 - The Denoiser
  • 31 - Interactive Lens Effects
  • 32 - MDL materials
  • 33 - RT GPU improvements
  • 34 - Resumable Rendering
  • 35 - VFB Real-Time improvements
  • 36 - Interactive Production Renderer
  • 37 - The AL Surface shader
  • 38 - V-Ray scene object
  • 39 - Full Light Select Element
  • 40 - Cryptomatte
  • 41 - Next steps

1. Getting Ready to Render with V-Ray

  • 42 - V-Ray workflow options and recommendations
  • 43 - The V-Ray toolbar
  • 44 - New UI elements and Quick Settings
  • 45 - The revamped frame buffer with advanced color controls
  • 46 - The V-Ray Render Output options
  • 47 - Image sampling explained
  • 48 - Understanding subdivs
  • 49 - Overview of color mapping
  • 50 - What the color mapping modes do

2. Key Lighting Tools

  • 51 - Using 3ds Max light types with V-Ray
  • 52 - Working with the V-Ray light
  • 53 - Adding a spherical fill light
  • 54 - The V-Ray Sun and Sky system
  • 55 - Controlling global exposure
  • 56 - Enabling the Environment skylight
  • 57 - Working with the V-Ray dome light
  • 58 - Creating a mesh light

3. Global Illumination

  • 59 - Global Illumination explained
  • 60 - Understanding primary and secondary bounces
  • 61 - How irradiance mapping works
  • 62 - Using irradiance mapping - Part 1
  • 63 - Using irradiance mapping - Part 2
  • 64 - How light cache works
  • 65 - Using light cache
  • 66 - Understanding brute force GI
  • 67 - Using brute force GI

4. V-Ray Materials and Maps

  • 68 - Introduction to V-Ray specific materials
  • 69 - Creating diffuse color
  • 70 - Making a clear glass material
  • 71 - Making colored and frosted glass
  • 72 - Making reflective materials
  • 73 - Blurring our reflections
  • 74 - Creating a translucency effect
  • 75 - Using VRmats
  • 76 - New ray-traced SSS shader
  • 77 - New simplified skin shader
  • 78 - V-Ray hair shader

5. Quality Control with Image Sampling

  • 79 - Using the fixed-rate engine
  • 80 - How to use the adaptive engine
  • 81 - Working with the adaptive subdivision engine
  • 82 - Progressive sampler
  • 83 - Fixing super bright sampling problems
  • 84 - Using universal settings

6. Working with Cameras - The V-Ray Physical Camera

  • 85 - Physical Camera setup
  • 86 - Physical Camera controls
  • 87 - Depth of field
  • 88 - Creating a Motion Blur effect

7. Working with Cameras - V-Ray 3 & the 3ds Max Physical Camera

  • 89 - Where did the V-Ray Physical Camera go
  • 90 - Adding a Physical Camera to the scene
  • 91 - Overview of the Physical Camera controls
  • 92 - A primer on exposure values (EVs)
  • 93 - Automated Exposure Control
  • 94 - Controlling exposure manually
  • 95 - Correcting a skewed perspective
  • 96 - Creating depth of field
  • 97 - Adding Motion Blur effects

8. The V-Ray FX Tools

  • 98 - Caustic effect setup
  • 99 - Generating the caustic effect
  • 100 - Using VRayFur
  • 101 - Stereoscopic 3D rendering
  • 102 - Vr-Ray Metaballs
  • 103 - Proxies
  • 104 - The VRayClipper
  • 105 - Depth of field - Using a perspective viewport
  • 106 - Using Render Mask

Conclusion

  • 107 - What's next

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