- Website
- http://www.cgaffinity.com/
Experimenting with VRay 2.0
I’ve created a test environment to set up the compositing pipeline in Nuke that I will be using at the end of the project for compositing the renders. I also tested several material techniques to achieve different realistic material looks. I made a really simple cliff in ZBrush where I polypainted a texture and also an alpha texture for growing grass on the cliff. I also made an ocean with internal sub-surface scattering (particles light bounces off) to give the water a realistic look. It didn’t take much longer then 4 hours to put this scene together, so I am very confident about the speed in wish the final environment will be created for my final project.
When I render out images with VRay I always save them as floating-point 32-bit OpenEXR (.exr) image files. The advantage with using OpenEXR is that all the render passes gets saved inside one EXR image file, which makes it so much easier to work with the compositing. When importing EXR files into Nuke; Nuke automatically reads all the render passes so you can extract and composite the render as you like with ease. The pipeline you see in the image above was the first pipeline I put together quickly.
I wasn’t entirely happy with the setup the previous pipeline had, so I created a new and improved one that also allows for a bit more control. In this pipeline the lighting and global illumination passes are divided by the diffuse filter in order to extract the raw passes (so I don’t need to actually render the raw passes out). The raw passes are the lighting and global illumination unaffected by materials, so you can realistically change the lighting without breaking the realism.
Compositing allows you to manipulate elements of the render without needing to render again and again. The entire purpose of compositing is to greatly enhance and improve the visual quality of your renders. It also saves you a LOT of time in the big scheme of things.
These two renders took 17 minutes each to render out. Which is pretty fast for still shots. If I where to animate the environment, I would change the displacement with normal mapping instead which would greatly decrease the render time. The visual quality would still look the same as long as you don’t directly pause the animation and look closely at the terrain. For still frames using displacement is definitely a plus since it adds an extra level of immersion in detail.
VRayLightMtl (VRay light material) is a material I will definitely use in my project. It is a material that illuminates the scene through the global illumination pass and can create very interesting environment lighting when the material is masked to give certain effects. The advantage of using light materials in VRay is how fast you can achieve noiseless render quality in animation and still frames. Magical effects, glowing eyes, and so on can look really good with this material as it will emit light into environment.
This is a render I created some time ago which directly benefited from the usage of VRayLightMtl. The scene also uses VRayEnvironmentFog so that the light from the lava scatters into the atmosphere.