Starting from a clean water shader, the only thing we need to do in order for it to simulate soda is add a Fog Color and play with the Multiplier to fit the size of the object. For a more transparent look, use a smaller multiplier. For a dark cola look, use much more Fog.
Clean water is a very simple material. Start with an almost black diffuse color [1;1;1]. Add some Fresnel Reflections (IOR 1.33) and Refraction (make sure to enable 'affect shadows,' if not using caustics). The result is a basic water material. For a larger scale scene (where the water is in a pond, pool, or any other outdoor scenario), it is…
Ice needs a couple of things to look good. It is strongly reflective and strongly refractive. Accordingly, both of these elements should be light gray. The reflections and refractions can not be too perfect, except for ice that has been dipped in hot water. This is where some Glossiness maps come in: they create the much-needed imperfections in the shader.…
Snow can be a tricky material. It has two main features: SSS and sparkling flakes that reflect light in different directions. To create the shader, we will blend together a VrayFastSSS2 material and VrayFlakesMtl. The SSS part should be set up as follows: Colors create the bluish cast for the snow. Set large radius and Phase to 0.8, so light…
The main goal for this material is to achieve the iridescent, multi-colored swirl pattern that is so often visible in soap bubbles. The bubbles can have many different looks: some patterns are very intense and colorful, while some are less so. In this tutorial, we are trying to achieve something in the middle. The basic material is very similar to…
This type of leather is a bit peculiar, in that it lacks the most distinct property of other leather types: reflections. In a sense, it is closer to fabric-type materials than it is to shiny leather. As you would with fabrics, use a Falloff map in the Diffuse slot. The Falloff curve is left as is, while the second Falloff…
Take the completed oiled leather material and modify it to create a distressed leather shader. This is our starting point: Here is a reference photo to use as a rough guide: As you can see, the Diffuse color has a lot more variation to it than our texture. Replace the procedurally mixed setup in the Diffuse slot with a single…
Leather materials can have hundreds of different variations, so it's impossible to cover them all. There are, however, some common elements that are found in most kinds of leather: rich Diffuse color, blurry Reflections, and the characteristic Bump pattern which shows off the grain of the leather. Basic 'modern' leather does not have much color variation. In fact, the material…
Fur is similar to hair, with a couple of exceptions. Sometimes, the animal doesn't have all the hair strands in the same color. You can either use a texture with small noise with different colors in it, or set up a procedural texture as in the example below. This map mixes a couple of noise maps to create a 4-color…
Human hair is a simple material. Even so, there are a few key things to keep in mind. The Diffuse color should always be black for clean hair and fur. Leave it at the default setting. The color will be defined differently. Primary specular should be a desaturated gray, usually dark, or a bit lighter for oily hair. You can…