In this series of Turbo Tips, we’re giving you an in-depth guide to regular V-Ray Material. We’ll cover the theory behind many of the features of the material and give you specific examples of settings and tricks to use. While the example images are from 3ds Max, the same concepts and settings can be used in V-Ray for Maya. The information covered …
TurboTips: V-Ray Material, Part 3: Refraction
In this series of Turbo Tips, we’re giving you an in-depth guide to regular V-Ray Material. We’ll cover the theory behind many of the features of the material and give you specific examples of settings and tricks to use. While the example images are from 3ds Max, the same concepts and settings can be used in V-Ray for Maya. The …
TurboTips: V-Ray Material, Part 2: Reflection
In this series of Turbo Tips, we’re giving you an in-depth guide to regular V-Ray Material. We’ll cover the theory behind many of the features of the material and give you specific examples of settings and tricks to use. While the example images are from 3ds Max, the same concepts and settings can be used in V-Ray for Maya. The …
TurboTips: V-Ray Material, Part 1: Diffuse
In this series of Turbo Tips, we’re giving you an in-depth guide to regular V-Ray Material. We’ll cover the theory behind many of the features of the material and give you specific examples of settings and tricks to use. While the example images are from 3ds Max, the same concepts and settings can be used in V-Ray for Maya. The …
TurboTips: An In-Depth Look at Falloff Maps
Falloff maps are an extremely powerful tool for artists to utilize when creating procedural shaders. They are essential when trying to create any realistic shader that is reflective or has color changing properties like chrome, metals, and pearlescent paint. In order to use Falloff maps effectively, it is important to understand how the map works. In this week’s edition of …
TurboTips: Scene Optimizations & Best Practices, Part 4
It is very easy to zone out and work away without thinking about your scene, naming, or organization. Before you know it, you have a few dozen cloned objects named Box#### or a Material Editor full of textures named # – Default, and if you take a break, you may not always remember what’s what, or what’s applied to where. …