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Wireframe V-Ray Material

Traditional wireframes can be rendered by taking a regular VrayMtl and sticking a VrayEdgesTx map in the Opacity slot. This usually looks fine for very simple objects. You can adjust the wireframe thickness in pixels or real world units (we think the default setting of 1 px looks best). For complex objects, this transparent wireframe look can be very messy…
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Ambient Occlusion V-Ray Material

To create an AO shader, use VrayLightMtl and VrayDirt map. Use VrayLightMtl so that it does not receive any additional shading from the lights in the scene. It's a good idea to raise the Dirt subdivs, so that there is no ugly noise in the occluded areas. If you are going to use this shader to create an AO pass…
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Lampshade V-Ray Material

90% of the time, lampshade is best simulated with a Vray2SidedMtl. The other 10% is when the shade is from a solid material and does not actually let through any light. In that case, just set up a regular, non-translucent material. The front side material should be set up as some sort of fabric, plastic, or paper. We are using…

Light V-Ray Material

While you may think you can just use a VrayLight mat to create light, it is possible to create a more realistic look by adding a few extra elements. Use a combination of two Falloff maps to control the VrayLightMtl. One of them will make the bottom of the bulb a bit darker and the second will make the edges…
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Rubber V-Ray Material

The Diffuse for Rubber is dark gray, so you can use a simple color in this slot. The most important thing for the Rubber shader is the Reflection and Glossiness maps. They need to have a soft, patchy look, while not being completely blurred out. Here are the maps we will be using. Fresnel is on and set to ~2.0.…
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Translucent Plastic V-Ray Material

Translucent Plastic can be a very difficult material to get right. Theoretically, it would be best achieved with a FastSSS2 material and Refractive scatter type... IF it had an option for Refraction Glossiness. However, since this feature has been 'in development' for a few years now, we have to use a different method. Use a VrayBlend with two layers to…
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Cardboard V-Ray Material

Cardboard is a pretty straight-forward material, with Diffuse, Reflection, and Bump maps. Keep the texture Blur values low, to avoid blurring the fine details. The only notable thing here is the hand painted Normal map that allows you to control the amount of corrugation. Turn the Normal strength to 0 for a flat surface, and bring it up to increase the…
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Paper V-Ray Material

Basic paper is a relatively simple material. The main thing is not to go too high on the Diffuse color brightness, which should be somewhere in 180~190 range. Make sure that your texture fits within this range. Paper also has some very blurry reflections, and since it's usually quite uniform, we don't really need dedicated Reflection/Glossiness maps. A Normal Bump…
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Flower Petals V-Ray Material

The basic idea behind this material is very similar to the tree leaves, but there is no need for the Back material. Flower petals are usually pretty much the same from both sides. Here is the basic setup: the glossiness is a bit higher, while the reflections are a bit stronger than they would be for leaves. The translucency map…
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Leaves V-Ray Material

The best way to create tree (or any other kinds of) leaves is with a Vray2SidedMtl. The reason is that leaves are very thin and let through a lot of light. This is especially visible when there is any sort of a back light. Basically, you'll need to set up two materials, front and back. The front is a strong,…