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cmiVFX : Blender to V-Ray: Volume 3
cmiVFX - Blender to V-Ray: Volume 3
English | .MP4 | 1.48 GB


In the third part of the V-Ray-Blender tutorial series Nicolo Zubbini will show you intermediate to advanced shading and rendering workflows with V-Ray and Blender. In the two previous parts by Sebastian Koenig you have learned how to setup your Blender to V-Ray Rendering Pipeline and fine tune Lightcache, Irradiance Map and DMC Sampler. Now you can take it to the next level and create believable materials for your architectural renderings. In this over 3.5 hour tutorial you will learn all the professional techniques, hidden tricks and rendering cheats like V-Ray-Proxies, Particle Scattering, Render Passes and Compositing that will help you to really master the Blender to V-Ray Rendering Process.

Chapter Descriptions
Glossiness
Since in real life you rarely have a perfect diffuse surface it is essential for photo reealistic rendering to fully understand how to use subtle glossiness to give your materials the final polish. In this tutorial you will learn how to setup and tweak glossy and fresnel effects while keeping render times on a reasonable level.

Textures
But to really make your materials believable the most important thing is to know how use textures. Nicolo shows you how to apply textures to the different material channels, which mapping to use and how to setup displacement and dirt-textures. Even the most subtle details can turn an ordinary white material into a vibrant wall surface.

Advanced Techniques
In the main part of this tutorial Nicolo is walking you through the setup of an architectural indoor rendering, explaining light-setup, materials, textures and render settings. You will also learn how to use a camera-loop with fly-through rendering to efficiently render out a series of images of your scene by re-using the GI-calculations.
Even though we are rendering an indoor scene, it is also important to create an outside environment. A blue sky is all nice and fine, but without some vegetation the outside world behind the window will be just boring. One key-technique for fast and easy vegetation setups is the use of V-Ray Proxies. Blender is capable of creating these proxy objects for V-Ray so that you can have hundreds of trees with billions of polygons in your scene without any slowdown of viewport or mesh-export. And to easily distribute these proxies in your scene you can make use of Blender's particle system and weight-painting.

Compositing
To get the most out of your rendering you can make use of Blender's built-in node-editor. Nicolo shows you how to setup and use V-Ray's render channels so that you can render out your image in single passes. These passes can be composited together with Blender's compositor for a maximum of control. By comping the passes one by one you can really finetune the light and color contribution, color-correct each one of them and add some nice and subtle post-processing effects. This tutorial will really take you to the next level of V-Ray rendering with Blender!

About the Author
Born in 1982 , bachelor of architecture degree, Nicolo works as cg-environment-artist in the fields of architectural visualization (mainly shop interiors) and game development (Galactic Bowling pc/Wii, Rocket Racing League iPhone). He started with Blender in 2008 for low poly game modeling, but it quickly turned into his favorite app and main tool, and immediately he got passionate about the open source world . He is mainly interested in modeling and texture paint, but also render engines, VrayBlender in particular. In 2012 he will work on as environment and texture artist on the Blender Foundation's next Open Movie, codename "Project Mango".
Website: http://nizuvault.wordpress.com/

Project Contents

All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you!

Home Page: _http://www.cmivfx.com/tutorials/view/413/Blender+to+V-Ray%3A+Volume+3

cmiVFX : Blender to V-Ray: Volume 3
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