From the course: SketchUp: Rendering with V-Ray Next

An Introduction to the V-Ray map selection

From the course: SketchUp: Rendering with V-Ray Next

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An Introduction to the V-Ray map selection

- [Instructor] Whilst the material types that we have in V-Ray Next for SketchUp clearly play a huge role in the quality of the renders that we produce, it would probably be fair to say that the map or texture types that we also have, are equally as important, and especially so in recent releases, as they have brought some extremely powerful options to the table. The way that we can access maps in V-Ray for SketchUp is pretty straightforward in that with a material selected in the asset editor, or when you do is click on one of the available map buttons, and instantly gain access to all of the map types that are available in V-Ray. Or to create a map as a standalone asset, we can just use the Create asset button, and then from the textures fly out, again, gain access to all of those same items. Coming back to our material, even though we have access to V-Rays texture maps through the Diffuse channel on the generic material here, don't be fooled into thinking that all of the maps that we can now choose from will necessarily be useful for the diffuse option. In fact, quite a few of the map types that V-Ray makes available to us are designed as data collection, or data modification tools, such as the UVW, and curvature maps, for instance. Now, of course, if we go ahead and load a map into a slot, let's say the cloth option, in this instance, our map list disappears and so we may immediately want to know how to get it back in case we want to choose a different texture instead. Well, that is as easy as clicking on the Replace With New Texture button, that now appears in the UI. And then again, picking a different option from the list that once again, pops up for us. We can of course, nest maps within maps if we like, in order to drive any parameters that they have available. So for instance, in the cloth maps color use slot, I could add a checker map, and then in one of the checker maps color slots, add something like a cellular map. Now we do need to keep in mind that with every level of complexity that we add to our material tree, remembering these maps are being used to drive the diffuse color on the generic material, we will slow down our render times just that little bit more. For that reason, we do need to be certain that when adding maps to the tree that we are also adding to the quality of the overall material effect. All too often I have seen artists add complex trees to materials that in reality, add little if anything to the final render, essentially making it a waste of resources. The moral of the story then is to always test and make sure that whatever we add to our material is worthwhile. Having drilled down a few levels in our material, getting back to the previously used maps or material level is as easy as using the Up button that we see here. And of course, should we decide that we don't want to use a map in a material slot that we have already populated, then all we need to do is right click on it and use the Clear function. Easy as that. Okay with a quick overview of how the map system works in V-Ray, let's move on to taking a closer look at how we might go about using some of them in our texturing workflow, starting first of all with the humble bitmap option.

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