VR032 - vr_materials_pt1
VR_LEVEL_1
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1h 2m
The V-Ray_mtl is the most versatile shader available, it simulates most of the materials around us: dielectric like concrete, wood, glass, wax, plastic and conductive like brushed metal, gold and a lot more. Part 1 focuses on the diffused lighting components and the reflective components: reflectivity and specularity will defined in depth
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VR031 - vr_materials_pt2
Metal simulations will be talked about with anisotropy, surface perturbations techniques such as bump,
normals and displacement using 8-bits and 32-bits bitmap textures. In the second part of the tutorial, we’ll how to replace the simplistic and boring light sources specular with reflectors. -
VR035 - light_designations_pt2
The sometimes misunderstood rim light role is double: it is a separation light that increase the depth of the picture but as well create a cinematic feel that had been used and abused till the dawn of filmmaking. The concept applies to CGI but has to be adapted and revise with CGI.
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VR033 - light_designations_pt3
Key, fill, rim light are in fact families of light sources: kickers, bounce, high front, top, contre-jour, cross and more, typologies inherited from the silver age of cinematic still applicable to our medium.