From the course: V-Ray Next for 3ds Max Essential Training

The V-Ray Material: Diffuse color - 3ds Max Tutorial

From the course: V-Ray Next for 3ds Max Essential Training

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The V-Ray Material: Diffuse color

In this first video for the chapter, we're going to focus on creating the diffuse or color properties for our material in our V-Ray scene. And of course the steps that we use for creating this one material can be applied to creating the diffuse or base color properties for any surface type that we want to work with. At this moment in time then, our shader ball here has had the base gray material applied to it, which, if we open up the material editor, we can see it's just a generic V-Ray material. And if we double click to load its controls are handled by the controls found right at the top of the basic parameters rollout. With a left-click on the color swatch If we swap our mid-gray for a nice bright blue then, and click OK, we should see the geometry in the viewport turn blue. Let's undo that operation though, because I don't want to actually make changes to the base gray material in the scene, as I would rather create a new V-Ray material and then use that to change the color of the Japanese doll geometry that we can go ahead and unhide in the scene explorer, making certain, of course, that we now hide the shader ball so as to not have them competing for space. Now there are a few ways in which we can create new V-Ray materials from inside the material editor. We could, for instance, come to the V-Ray material section in the browser, and then drag and drop one from there. We could use the search field to filter for the material or we could, as I will do here, right-click on the work area and then browse for the material through the popup menus that appear. Whilst we can, there's noted, then control the color of our geometry by means of the color swatch on the material. Something else that we can do, is use an image. Be that a photograph or a drawing to control the color of objects as well. And so, after selecting the body geometry, and assigning the new material to it, let's double-click to load up the material's parameters, and then, after hitting the map button for the diffuse property, add a bitmap node from the map browser. Inside the load dialer, we want to navigate to the scene assets and images folders in our exercise files download, choosing the main_doll_body_diffuse drawing that we see there. After which, we can ahead and take a render. Of course, not other material properties, such as bump or reflectivity have been added at this point, but we can still hopefully see just how easy it is to add color properties to scene geometry using the V-Ray material. And so let's go ahead and add materials and diffuse maps for both the face and umbrella objects in the scene, making sure that the show shaded material in viewport option is turned on for all of them. After which, we can again go ahead and take a render. Now besides being able to control color information in the basic parameters rollout, we also have this roughness option that can be used to help create rough-looking or powdered covered surfaces. The basic idea being that this parameter will simulate the multidirectional scattering of light, or, in this instance, for the diffuse color property. So, not to be confused with the specular roughness control that can be used on reflections in something like a metal rough work floor. With some basic colors added to our geometry then, let's move on to improving things a little let's move on to improving things a little by demonstrating how we could now go about by demonstrating how we could now go about adding some reflectivity into the mix as well. adding some reflectivity into the mix as well.

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