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vray material atama vray malzeme atama vray material atama vray malzeme atama vray material atama vray malzeme atama vray material atama vray malzeme atama vray material atama vray malzeme atama vray material atama vray malzeme atama V-Ray Materials are the main workhorses for creating shaders in V-Ray. 80% of the time it is all you need to create realistic results that also render quite fast. It is optimized to work with all other aspects of V-Ray (lights, GI, sampling, etc.), so it should always be used instead of 3ds Max native materials. Diffuse The easiest way to understand Diffuse is to think of it as the color of the object. For example, what color is a ripe, common tomato? Red! So the Diffuse color of a tomato is a red color. Setting up the Diffuse (2.2 gamma Workflow)
Ok, so how do we actually set up the Diffuse You can either use a color by clicking on the color swatch (green rectangle), or you can set up a Map by clicking on the small square next to the color swatch (orange rectangle). You can also scroll down to the Maps tab and assign the texture there. Most Maps in V-Ray work this way. If you are working by eye and accurate colors are not required, choosing the color from the 3ds Max color picker is fast and easy, and it works. The problems start when you want to match a color from an external application like Photoshop. If you choose the same RGB value in both applications the results will be different (if you are using proper gamma 2.2 setup in 3ds Max). Diffuse Roughness The Diffuse tab has one more option – Roughness. It controls how ‘flat’ the shading of your object looks. There are not a lot of materials where it is useful, but some most common examples could be chalk and dust. Higher values – flatter look, use your eyes to make a judgement on how much the materials needs it.