Date: Thu, 28 Mar 2024 17:13:45 +0000 (UTC) Message-ID: <1377179108.3040.1711646025161@confluence-prod.c.chaos-bs-production.internal> Subject: Exported From Confluence MIME-Version: 1.0 Content-Type: multipart/related; boundary="----=_Part_3039_445337613.1711646025161" ------=_Part_3039_445337613.1711646025161 Content-Type: text/html; charset=UTF-8 Content-Transfer-Encoding: quoted-printable Content-Location: file:///C:/exported.html
This page provides a tutorial for using VRayStochasticFlakesMtl.=
This tutorial explains how to use the VRayStochasticFlakesMtl for creati= ng a glittering snow material.
To download the scene used in this tutorial, click on the button below.<= /p>
In this tutorial, we use a VRayFastSSS2 material to scatter some li= ght inside our snow. Then we blend a VRayStochasticFlakesMtl on top of it t= o achieve the glittering look of snow using a VRayBlendMtl.
The VRayStochasticFlakesMtl is used as a coat in a VRayBlendMtl for achi= eving a mirror-like reflective result. It can also be used as a base materi= al, when the desired effect needs to be more diffuse. We use the flakes as = a coat to add glitter to our snow material.
1. Start by opening the Material Editor a= nd creating a VRayFastSSS2 material. Change its name to Snow.
2. Create a VRayBlendMtl material and nam= e it Blend.
3. Connect the Snow to the Base of the Blend material.
4. Select the Snow material and = change the Sub surface color to a light blue (R233,G252, B= 255).
5. Change the Scatter color=
to white (R255,G255, B255).
6. Change the Phase fu= nction value to 0.7.
7. Assign the VRayBlendMtl = ;to the geometry and make a test render.
The snow already looks good, but there= 's no glitter.
8. Create a VRayStochasticFlakesMtl = and name it Flakes.
9. Connect the Flakes&nb= sp;material to the Coat 1 slot of = the VRayBlendMtl.
Now that all the materials are created and connected, we can adjust the = Flakes.
10. Adjust the number of flakes=
strong>. There is no perfect value. Some experiments are usually required t=
o achieve a good result. In this case, for the ground plane, a value of
11. Adjust the Highlight glo= ssiness to make the highlights more blurry (or glossy). A val= ue of 0.4 works well for this scene.
12. Set the Blur angle t= o 0.3. This makes the flakes look a bit less sharp.
13. Change the Reflection filter<= /strong> color to tint the reflections. For this tutorial,= we've used a dark grey color (R30, G30, B30).
14. Change the Mapping type to Explicit UVW channel if the geometry has proper UVW= mapping. Alternatively, you can also use Triplanar from object XYZ.
Note: In this scene, a flake scale of 1.0= can be used with Explicit UVW channel or 0.01 with Triplanar from object X= YZ.
15. Render the final image.
The VFB lens effects tools are used in the final render to make the =
snow highlights look like they're sparkling. We've used the Gl=
are effect with a weight of 100 and a size of 8 with the