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Chrome V-Ray Material

Like most metals, chrome is highly reflective and its appearance is determined almost strictly by its reflections. The Diffuse component in this shader needs to be very dark. This means that we can start by setting the Diffuse color of our VrayMtl to almost black (1;1;1) and the Reflect color to a high value like (230;230;230). All materials exhibit some…
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Dark Metals V-Ray Material

There are a few metals that are not very reflective, but are closer to dull gray. They are usually very soft and oxidise very quickly to form a thin, matted coat on the surface. Some of the most common examples are iron (not steel) and lead. Try using a lighter gray color, or even a mix of colors (blended with…
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Aging Metals V-Ray Material

First determine if the metal oxidizes to a completely different looking material, and how much you want to age your shader. If the metal doesn't oxidise (rust) too easily, you can get by with some mix maps in the Reflection and Glossiness slots. It's also a good idea to composite some scratches, bumps, and other imperfections to the Noise map…
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Colored Metals V-Ray Material

Making a colored metal is as simple as changing the Reflect color to whatever it is you are trying to simulate. One additional change that may be necessary is adjusting the Diffuse color to make it a bit saturated (Diffuse swatch on top, Reflect on bottom). Some metals that have multi colored reflections, like nickel, could use a Mix map…
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Brushed Metal V-Ray Material

Brushed metals usually have anisotropic highlights, caused by the microscratches in the surface. If the scratches are horizontal, the highlight should be perpendicular, or vertical. Set up the Anisotropy to -0.5 value to achieve this. If you need different scratch directions, try adjusting the Rotation value. To create good looking scratches, use a bitmap texture in the Reflect and Reflect…
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Steel V-Ray Material

This tutorial will deal with the creation of basic steel. Most metals are defined by their reflections, so the Diffuse component is quite weak. This means that, for most metals, we need to use dark diffuse colors. For steel, it can be a near-black gray. The reflections need to be fairly strong, so set them to something like 160~220, depending…
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Milk V-Ray Material

This liquid material exhibits a sub-surface scattering effect. The most difficult thing with this kind of shader is getting the colors to look right, and it can take a bit of fiddling and experimenting to get the exact look. The 'Whole Milk' preset works well, with a couple of important adjustments. Enable Trace Reflections and increase the glossiness. Change the…
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Honey V-Ray Material

This liquid material exhibits a sub-surface scattering effect. The most difficult thing with this kind of shader is getting the colors to look right, and it can take a bit of fiddling and experimenting to get the exact look. While honey can have many different looks, this tutorial recreates the most common one: golden yellow with a hint of red…
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Chocolate V-Ray Material

This liquid material exhibits a sub-surface scattering effect. The most difficult thing with this kind of shader is getting the colors to look right, and it can take a bit of fiddling and experimenting to get the exact look. For chocolate shaders, use a regular Vraymtl, as it will give slightly better control for this "waxy" material. Set the Diffuse…
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Blood V-Ray Material

This liquid material exhibits a sub-surface scattering effect. The most difficult thing with this kind of shader is getting the colors to look right, and it can take a bit of fiddling and experimenting to get the exact look. For blood, reduce the Scatter radius to 1cm (this may need to be adjusted depending on the scale of the object).…