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Page 1
Cinema 4D Training
Introducing VRay
A shortguidetothesettingsof VRayForC4D
Stuart Lynch
e C4D Vault presents
Page 2 Page 3
ZIP ARCHIVE PASSWORD
SherbetLemon
case sensitive
Project les can be found at
http://www.thec4dvault.com/down/vrayguide.zip
Page 4 Page 5
eC4DVault(.com)
eC4DVault.com was created by Stuart Lynch and provides Cinema4D training, resources and sample
les for the C4D community. Stuart is a veteran Cinema4D user with over 10 years of professional expe-
rience in the industry and several years providing instructional information to intermediate users.
is rst in a series of new short instructional pdf ’s is aimed at providing the user with enough informa-
tion to digest without becoming overwhelmed. It highlights the backend of VRay and relates the impor-
tance of understanding thesettings that make VRayForC4D one ofthe best render engines around.
Over the coming months, eC4DVault pdf booklets will cover a wide variety of topics, providing a free
and reliable way to learn Cinema 4D.
“I hope you enjoy this rst addition and learn a thing or two about VRay in the process. anks for reading.”
Stuart Lynch
http://www.project1media.com
Please make a minimal donation to keep the resource alive.
*See Donate section at www.thec4dvault.com
Page 6 Page 7
Page 8 Page 9
It’s time to turn our C4D shot into a VRay
scene. First activate VRay in the
Render Settings - gure 1.4
gure 1.4
You’ll notice now a new VRay Bridge Option
gure 1.5 has appeared for VRay on the le
hand side
gure 1.5
Clicking the VRayBridge option will reveal
the many VRay bridge parameters geared
towards the nal rendering setup.
Next click on the tab that says
IndirectIllumination gure 1.6
and check the rst box that says
GI ON gure 1.7
gure 1.6
You’ve now successfully activated VRay and
and activated GI.
Feel free to test the render.
gure 1.7
gure 1.8
Now that you’ve witnessed the true power of
VRay, you might want to take it tothe next
level.
Right click the light object in the Object
Manager and scroll down tothe VRay tags.
From the list, you’ll want to add a VRayLight
tag. gure 1.8.
gure 1.9
e information required to manipulate
VRay lights specically is now contained in
the VRay light tag for future reference. gure
1.9 You can double click this tag at any time
to retrieve this set of parameters.
If you were to search images.google with
the term ‘VRay’, one ofthe rst thing you’ll
notice is the abundant usage ofthe Physical
Sun/Sky setup.
It’s a practical solution for lighting interiors
and will serve as our rst demonstration of
the VRay engine at work.
In gure 1.1 we have the Sun light parameters
which allow us to make changes tothe Sun’s
intensity and it’s physical properties.
For this example we’re simply going to acti-
vate the Sun/Sky and become familiar with
the lighting it provides for the scene.
gure 1.1
In gure 1.2 I’ve created a primitive cube with
2 segments on each side. e geometry has
been edited and 2 simple openings have been
extruded on the most distant polygons.
e editor camera has been positioned in the
center ofthe screen and I’ve exaggerated the
eld of view slightly to include both open-
ings.
gure 1.2
gure 1.3
To complete this portion ofthe setup, I’ve
added a simple target light gure 1.3.
Chapter 1: Introducing VRay - e Sun and Sky
Page 10 Page 11
Color mapping
To make a point stick with his students, my college instructor would occasionally use profanity.
So let me say that using Color Mapping in your workow will oen save your ASS!
ere are plenty of headaches to come, trust me, but with this simple workow you’ll avoid blown out
light sources that can make or break a render.
It’s a straight forward concept to understand when illustrated with this amazing set of renders.
In gure 1.13 e area light in this simple room appears to give o the correct light intensity and
illuminates the portion ofthe room closest to camera. But at the source, the light appears ‘nuked’
In gure 1.14 If we dial back the lighting intensity a little, the light at the source appears to have corrected
itself, but at the expense of less light reaching the back ofthe room.
gure 1.15
gure 1.13 gure 1.14
In gure 1.15 the light intensity is restored tothe brightness of gure 1.13, color mapping is applied and the
light adequately reaches the entire space. Balance is accomplished.
e VRayLight tag contains a lot of impor-
tant functionality and we’ll become familiar
with all ofthe options as we progress.
For now, our intention is change the target
spotlight to become a Sun light with a
PhysicalSky
In the option Light type gure 1.4 Change from
a Spot light to an Innite light.
Also check Enable shadows
gure 1.10
e light now is as it suggests, an innite
light and not yet a Sun Light. In order for the
light to become a Sun Light we must click
the Sun Light tag and make a few adjust-
ments
gure 1.11
In gure 1.11 I have checked the boxes Physical
Sun and Physical Sky.
A test render gure 1.12 will now reveal a room
illuminated by the physical qualities ofthe
sun and sky together.
Focussing on the details ofthe render, it’s
possible to notice that there’s a slight aw in
the accuracy ofthe lighting.
e sunlight that enters the room looks
overexposed, yet the subsequent light fall-
o is too dramatic and occurs too quickly.
Meaning, the rest ofthe room is too dark
when compared tothe intensity ofthe sun.
Maybe it’s that the scene needs a ll light or
perhaps we’ve missed the more GI ‘bounces’
option, aer all it’s an interior scene.
Not so fast!
e solution in Color Mapping
gure 1.12
Page 12 Page 13
It wouldn’t be fair to oer you this
solution without some idea of what’s
happening behind the scenes. Aer all, you
did buy the book from a desire to learn.
So if we apply the ‘Indoor’ settings from the
guidelines on the previous page, we can draw
comparison tothe original Sun/Sky render.
gure 1.17 is the original without color map-
ping applied (Gamma 1.0)
gure 1.18 in exponential mode with the guide-
line values (3.6/1.8/2.0) (Gamma 2.0)
gure 1.17
gure 1.18
In gure 1.17 we have the issue where the sun-
light is not illuminating the scene correctly.
In gure 1.18 the samples illuminate the shot
correctly and the light intensity is well bal-
anced.
e dierence lies in the mode Exponen-
tial, this prevents colors from becoming
too burned out and bright. It’ll saturate the
colors as they reach too high of an intensity.
e darkness multiplier value increase to 3.6
indicates that the original output of grey/
blue will have be multiplied by 3.6, giving
rise tothe additional light and brightness in
the scene.
e brightness multiplier is increased to 1.8
Which indicates that although the exponen-
tial value has reduced overall brightness, it
can still be multiplied to compensate for the
dip you see in gure 1.19.
You can consider it a compromise.
In gure gure 1.19 the brightness multiplier
is being le at its default value of 1.0 and the
sunlight would be too low in its intensity.
gure 1.19
FOR INDOOR SHOTS.
Type: Exponential (some prefer HSV exponential)
Dark Multiplier: 3.6
Brightness Multiplier: 1.8
Gamma: Between 1.8 - 2.2
LinearWorkFlow - Check to ON
FOR OUTDOOR SCENES.
Type: Reinhard
Multiplier: 1.5
Burn Value: 0.5
Gamma: Between 1.8 - 2.2
LinearWorkFlow - Check to ON
If you’re not already aware ofthe implications of using a LWF - See the following PDF
http://www.pixsim.co.uk/downloads/e_Beginners_Explanation_of_Gamma_Correction_and_Linear_Workow.pdf
By default VRay uses the ‘Color Mapping’ type (menu option Type) Linear Multiply with default Dark and
Bright Multiplier values set to 1
You will notice several other Types in this drop down menu.
Exponential
HSV Exponential
Intesity Exponential
Gamma Correction
Intesity Gamma
Reinhard
e most practical color mapping Type for interior rendering is Exponential mode (or HSV Exponential)
For exterior shots, it is recommended to use Reinhard
e following settings are a general guideline for what these numbers should look like.
You can use nd this function in VRay settings under Color Mapping. gure 1.16
gure 1.16
Page 14 Page 15
Switch tothe point tool and from the
attributes manager uncheck ‘Only select Vis-
ible Elements’
gure 2.5
In the Top viewport select the polygons that
make up the front window and rear wall.
Drag tothe le as in gure 2.6
Repeat the process for the Right window as
shown in gure 2.7
gure 2.6
In VRay it’s important to use as accurate a
measurements as possible.
is basic cube is 500cm x 200cm x 800cm
and represents our small bedroom. gure 2.1
Chapter 2: e test scene
In this chapter we’ll begin with a quick scene and will introduce the Physical Camera.
gure 2.1
In figure 2.2 I’ve added 5 segments tothe X
side ofthe model. Edit the model (hotkey C)
and move the editor camera inside ofthe
model.
gure 2.2
With the camera inside the model, select all
polygons and reverse normals so that they’re
facing inwards. (hotkeys U~R)
gure 2.3
Selecting two faces as shown below gure 2.4
Use inner extrude (hotkey I) and extrude (hotkey
D) to create two window openings.
Here you could split the glass geometry for
later (hotkeys U~S) or simply delete the two
polygons.
gure 2.4
gure 2.7
Returning tothe editor view, raise the lowest
portion ofthe windows up slightly. gure 2.8
gure 2.8
Select all the polygons on the oor plane and
extrude down slightly to create room for a
thin moulding feature gure 2.9
Select all ceiling polygons, perform a slight
inner extrude and then a regular extrude
upwards. gure 2.10
gure 2.9
gure 2.10
Page 16 Page 17
gure 2.12
In gure 2.12, extrude the ceiling polygons to
match the moulding extrusion.
Perform a simple select loop command with
the polygon tool (hotkey U~L) gure 2.13 and
Extrude slightly at 91°
Don’t be concerned if your shot is nothing
like mine. If your scene has two openings I’ll
forgive you.
Moving on.
gure 2.14 - ‘Test render for illustration purposes only’
Find a place where you’re happy with the
viewport representation of your scene and
add a regular Camera.
gure 2.14
‘Roughing out’ the lights
Add a Target Light and position yourself in
the top view, try to nd a placement for the
target light where you would like the Sun to
exist. gure 2.15
gure 2.15
Select VRay as your primary render engine
in RenderSettings and as in the earlier ex-
ample, check GI on in the IndirectIllumina-
tion tab.
Add a VRay Light tag to your Target light,
check enable shadows, change from spot
light to innite light. In the SunLight tab
activate the Physical sun and Physical Sky.
Returning again tothe editor view and
ensuring you have you camera selected. Run
your rst render. gure 2.16
gure 2.16
Clearly not enough light entering the room
on this angle. is issue of balance is more
prominent than in my initial examples.
It’s time to apply Color Mapping to bring the
room to life. gure 2.16
gure 2.17
REMINDER
FOR INDOOR SHOTS.
Type: Exponential (some prefer HSV exponential)
Dark Multiplier: 3.6
Brightness Multiplier: 1.8
Gamma: Between 1.8 - 2.2
LinearWorkFlow - Check to ON
A small improvement.
Select the wall polygons in between the win-
dows and extrude. gure 2.11
gure 2.11
gure 2.13
Page 18 Page 19
Bringing the shot to life.
From the Material Manager add a new VRay
Advanced Material tothe scene. gure 2.18
So far we haven’t included any materials in our scene. VRay responds to color change quite dramatically,
as does color in the real world. If we add a tiled wood texture tothe oor, the bounced light from the
wood and its color values will have an aect on the scene. Let’s explore further
gure 2.18
Assign the new VRay Ad-
vanced Material to your cube
object in the OM (object
manager). gure 2.19
I’ve named my material ‘base’
gure 2.19
Double click the Material ‘Wood’
In the Diuse Layer - Texture map slot.
Load a wood tile texture gure 2.21
Create a second VRay Advanced Material
and change the name to ‘wood’
Select all oor polygons and drag the ‘wood’
material over the polygon selection gure 2.20
gure 2.20
gure 2.21
In the OM select (click) the wood material
tag. In the Attributes Manager, change the
projection mode from Spherical to Cubic
Using the texture axis tool and the scale tool
gure 2.22 Scale the wood texture to t your
scene.
gure 2.22
Running a new test render, notice how the
wooden oor is aecting the lighting in the
rest ofthe scene. gure 2.23
gure 2.23
Make a few adjustments to your camera po-
sition and tothe SunLight and try to balance
both lighting direction and composition.
gure 2.24
gure 2.24
In this next phase of scene creation, we’ll
start blocking out some objects with simple
geometry to get a better feel for composition.
Place Cube primitive objects and position
them where the bed, side tables and cabinet
would potentially be.
e presence of more white objects has
changed the dynamic lighting ofthe scene
once again. gure 2.25
gure 2.25
Adding some additional materials with
variations in color (preferably chosen to represent
how you imagine your scene) we’re able to improve
upon the overall feel ofthe shot. gure 2.26
gure 2.26
With all of these geometry additions you
may have noticed that the light in the room
has taken a signicant dip in brightness.
On the next page we’ll discuss the Physical
Camera and how to implement photographic
values in order to restore the balance.
[...]... Advanced material to make a semi accurate portrayal ofa marble floor ‘VrayAdvancedMaterial’ and ‘VRayFastSSS2 Material’ SSS calculated as part ofthe refraction layer (as shown on page 45) is an accurate representation ofa real world translucent effect While it can produce stunning results, it can also be notoriously slow to render A much faster approach is to use a VRayFastSSS2 material The parameters... parameters of which are available as an extension ofthe standard VRay Advanced material and as a standalone material called the VRayFastSSS2 material The Raytraced-Solid mode will calculate/estimate the Volume inside the object Open example file test_stage_marble.c4d The scene is setup with a marble texture map and contains only a Diffuse layer It’s also possible to cheat translucent effects using the Vray2Sided... Note: These files are all available in the VrayBlendMaterial folder figure 4.37 Page 50 Page 51 VRayDisplaceMaterial The VRayDisplaceMaterial allows the usage of Displacement maps in VRay It’s possible to mix this material with a standard VRayAdvancedMaterial by stacking it to the right ofthe standard material and choosing ‘Mix textures’ from the texture tag Let’s quickly explore The following example... you to stack materials - It works in almost exactly the same way as manually stacking them in the object manager, but allows for better management in some cases The process starts off with a base layer such a brick map for example, then additional materials are applied as a coat material, this could be useful for peeling paint ofa layer of broken concrete Various mapping techniques that have some Material...Introduction to the Physical camera The Physical Camera in VRay allows us to reproduce the parameters ofa real world camera To improve our scene without further adjusting the Color Mapping or the default lighting intensity ofthe Sun, we’ll implement the Physical Camera and make use of its features such as ISO and FStop It’s good practice to use the Physical camera for all of your scenes From the OM select... Each ofthe approximation methods has its own very specific parameters This is visible as the dark areas in the image Leave every other IR setting alone The first two parameters you come across are Min rate and Max rate These settings relate to the size ofthe IR map calculation The Min value “determines the resolution for the first GI pass” The Max value determines the resolution for the last GI pass... Displacement figure 4.31 ‘Octopus’ figure 4.38 The default amount can be set too high for certain tasks and should be experimented with for optimal results Create a standard VRayAdvanced material and apply it to the cube Create a VRayDisplaceMaterial and also apply tothe cube object (after the first material) For more in depth features relating to your displacement needs, please refer to the VRay manual... absence ofa material channel, the VRay2Sided material will use a standard grey diffuse VRayAdvanced material by default The VRay2Sided material solves this old limitation by allowing us to have a ‘diffuser’ in VRay A diffuser softens light as it passes through a surface, essentially making it what we call translucent This material was created to address the need for thin translucent objects like paper,... easy to comprehend Antialiasing I’m certain you’re all familiar with the practice of using Antialiasing in your scenes VRay features 3 types of image samplers (antialiasing methods) and each one differs slightly in approach We have the Fixed rate sampler, the Adaptive DMC sampler and the Adaptive Subdivision sampler Choosing the right image sampler is determined by the individual scene and there are... (Fully adaptive) Having covered two ofthe possible GI engines and how their individual passes contribute towards the quality ofthe final render, we need to talk about the big guns! The DMC Sampler You can think ofthe DMC sampler as a global quality control This group of 4 settings play a very important role in the rest ofthe workflow Looking at an Area light’s parameters (VRay Light tag), it reveals . VRayBridge - VRay Advanced material A VRay advanced material has far more options than a standard C4D mat. e vast majority of materials you’ll set up in VRay are relatively straight forward, though. discuss the Physical Camera and how to implement photographic values in order to restore the balance. Page 20 Page 21 Introduction to the Physical camera e Physical Camera in VRay allows us to. Page 1 Cinema 4D Training Introducing VRay A short guide to the settings of VRayForC4D Stuart Lynch e C4D Vault presents Page 2 Page 3 ZIP ARCHIVE PASSWORD SherbetLemon case sensitive Project