V-Ray Next for 3ds Max Essential Training
Offered By: LinkedIn Learning
Course Description
Overview
Get up and running with the V-Ray Next rendering engine inside 3ds Max. Learn how to leverage the many tools and features found in this powerful rendering solution.
Syllabus
Introduction
- Creating renders using V-Ray Next
- Software versions used in this course
- Working with 3ds Max projects
- A note on gamma and unit settings
- Adaptive Dome Light setting
- Metal/rough workflow
- Rendering in the cloud (beta)
- Switch material
- NVIDIA AI Denoiser and render element specific denoising
- New hair material (update 1 Glint and Glitter)
- Lighting Analysis tool
- V-Ray plugin material and texture
- Drag-and-drop V-Ray assets
- Point-and-shoot camera tools
- Update 1: Viewport IPR
- Update 1: GPU improvements (bucket, dispersion, and faster fog)
- An introduction to the V-Ray light
- The V-Ray Plane light
- The V-Ray Dome light
- The V-Ray Sphere light
- The V-Ray Mesh light
- The V-Ray Disc light
- The V-Ray IES light
- V-Ray Sun and Sky
- Enabling the Environment skylight
- Using irradiance mapping: Part 1
- Using irradiance mapping: Part 2
- Using Light Cache
- Using Brute Force GI
- The V-Ray Material: Diffuse color
- The V-Ray Material: Reflection
- The V-Ray Material: Clear glass
- The V-Ray Material: Colored and frosted glass
- Creating a translucency effect
- V-Ray hair shader
- Car paint shader
- Using the VRmat format
- The V-Ray alSurface material
- Using MDL materials
- An introduction to V-Ray maps
- V-Ray Color
- V-Ray Curvature
- V-Ray Dirt
- V-Ray Edges Tex
- V-Ray HDRI
- V-Ray MultiSub Tex
- V-Ray Normal Map
- V-Ray Triplanar
- Image sampling explained
- Progressive sampling engine
- Bucket sampling engine
- IPR
- Resumable rendering
- Fixing super bright sampling problems
- Physical Camera setup
- Physical Camera controls
- Controlling exposure
- Depth of field
- Creating a Motion Blur effect
- Perspective correction
- Rendering panoramas
- An introduction to V-Ray GPU
- Using V-Ray GPU
- The GPU UI: V-Ray tab
- The GPU UI: Performance tab
- Render elements explained
- Pipeline decisions
- Render elements workflow
- Outputting our basic render elements
- Compositing the basic elements
- Using elements for image manipulation
- Adding DOF using a Z-Depth pass
- Light Select
- Multimatte
- Cryptomatte
- Sample Rate
- The Denoiser element
- ExtraTex (Dirt/AO)
- UI overview
- The Color Correction controls
- Using the History tool
- Tools for interactive rendering
- Interactive Lens FX
- Using V-Ray Geometry: Fur
- Using V-Ray Geometry: Proxies
- Using V-Ray Geometry: Clipper
- V-Ray Instancer
- Stereoscopic VR rendering
- V-Ray metaballs
- DOF in a perspective viewport
- Using Render Mask
- Aerial perspective
- Displacement
- Volume grid
- V-Ray mesh viewer
- Next steps
Taught by
Brian Bradley
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