Subtitles by Carlos Álvarez V. for MayaTubers ^_^
if you will found any errors into the subtitles please write to mayatubers@gmail.com Thanks !
Welcome Back to MayaTubers!!! to another tutorial with me I´m Carlos Álvarez Velázquez and the tutorial of today is
about the SubSurface Scattering or materials translucent in VRay and Maya
How are we going to get this? after i will solved it but, first I put here the all materials
that we have inside VRay and to do Subsurface Scattering and only today we are going to see this one
here and if you write me comments under the video I will show you and do the tutorial
about that but you have to ask me with a comment ehh so we removed this and went down here
and we're going to get in the way for make
get these 7 materials as I show here below .. that you gift at the end
of the video, now I'll show you, how they are made it,you can pause the video for you see it,
you copy and I give you the 7 real materials and while in the video tutorial we are going
to see how each part of the Subsurface Scattering works within the
basic material of VRay and... once we understand all its functions we will make a type material
candle wax!! okay? so I hope you like this tutorial that is very powerful
and the truth is that it's pretty good as well, so nothing MayaTubers I removed this and at the same time I cool down! Bye!!
Hey what's up MayaTubers !! we go directly to the Maya, who as always I prepare
some very cool scenes !! ahh if you look at this object and who follows the channel
mmm you know that you can model it, so I leave you the Tutorial of how to Model from 0 in Maya
the column of Ionic order quite cool! the audio of that tutorial is not like me
would like because is a video of the firsts and in microphone is a little .. a little SHIT hehe lol Well we apply a
material first, a basic material of VRay and look that I has put a light from behind the objects for
that works the effect of Subsurface Scattering more better as
when an ear is illuminated or backlit when the sun is behind of the ear hehe
Okay? ... mmm ... Well .. look that the diffuse channel I will ignore it completely and no matter.. what color you put here
Okay? well goodbye, I forget about him. Why?
because in the channel of refractions ... (Important to differentiate between refraction and reflection)
one gives shines and reflects mirror effect type and others make it transparent and gives the magnifying effect.
so if I go up here little by little, look at the Sample, that is going to go
making transparent means that the light will not bounced on the material
but it will go through completely about material so it doesn't matter what color there is in channel diffuse
we leave it in white, next step we are going to
do a test Render so you can see that it is transparent
similar to a water that was melting
as we can make the light that crosses material is stained or dyed with a color ??
because that is done with the Fog Color but also I leave the Tutorial about
the Refraction and types of Architectural Glass, that explains what I am not going to do here about the glass
and we will look for a color, a light brown color, in HSV = 35,000 - 0,700 - 0,500
Look at the Sample, which has changed to Black What happened, if I put a light brown in the Fog Color?
it is by Fog Color, it is his way of dying the light that crosses the Object, therefore
has a different behavior, let's do a Render to see how it works it
As you are seeing in the render the finer part the rays of light crosses more easily
and as soon as the thickness of the object increases,
the light dyes more, more and more until reaching a maximum saturation reaching the black
Well this can be useful but you already know how Fog Color works initially.
Now go to the Fog Multiplier, and I change it
for example to a 2, we will get to increase the amount of Fog Color is same to More Tint
dyeing some areas that are less thick
as you see in the video the result and logically if I lower it to 0.500 then we will have
the opposite! it will losing intensity the dye, lol looks a bit like for make Whiskey hehe
we left everything by default
and now we see the Fog Bias
...
with this do you can change the transition to
it is see harder or softer from the transparent to the dark part
this is the bias, (I show you it with the mouse pointer), if I increase the value of Bias in positive +
if you look at the Sample, it will become clearer and if we lower it towards the to negative - becomes darker
I leave it at + 0.500 and I throw the
half of the Render. more fuzzy, softer and more
stretched, it no longer affects as much Fog Color
but if I do the reverse if and I put a negative value
we managed to make the transition harder (attentive to the area that I point with the mouse pointer)
It looks much harder
I change with 0.000 bias to compare 64 00:05:40,420 --> 00:05:43,820 Well we have already understood these concepts but with the SSS activated these will have other uses
so we leave it again by default and render again
All right ! We continue
What would happen if I activated Subsurface Scattering?
what we are going to get is that the dispersion of light bounce everywhere mmm...
in summary it is the scattering of light on an object on its subsurface of the object then
now with my words hehe what here is now black will look solid
I make a render and you will understand it better - magic !! hahaha we have solid and translucent too
and in the thin part is the translucent because the light crosses and the thick part retains the light = solid
therefore we are using this effect quite interestingly the SSS = SubSurface Scattering !!
that this one is looking more and more to the diffuse channel of the Material
since the diffuse Channel was created to imitate this behavior and to save time of render
for example I'm going to do a material solid with the Multiplier Fog, How? if I change it to 19 and we get a
Solid object and getting to perfectly imitate the
diffuse channel but with this way being that it will take longer to Render, but we use it
because we can mix both the translucent part with the diffuse part or (solid)
then the Diffuse Channel does the same as we used for this case, but with the Diffuse Channel alone,
we could not get the effect of translucency on the finer parts.
ahh one thing very Important!! I tell you never, never, never, never, never
never use colors at maximum, for example, if I select a blue color at the maximum in H and in V or at 255 in RGB..
as I show you in the video
Well, you never do that because you're going to make mistakes
I'll show you the issue .. if I put on the Multiplier Fog about 50, this would make the material solid, a Solid Blue! no?
then look at what happens in the Render ... still is transparent haha here the error !!
as if we put 1,000,000 that will remain transparent hehe
and if I modify the Fog Bias to negative value the transition will make it harder ... right?
I change it to -50 to get a hard line !!
but it does not work !! Why does this happen? (while I put default everything)
I want you to be attentive of the values of H and V, (In Primary colors give + errors..)
the H and V values are at their maximum, but if I under just a little the H as in the video
Pay attention on Material Sample
Bajo una décima el V, (Value o Matiz). Magic ! now is already solved and works! it's a solid !! *^_^*
almost all the professionals of VRay advise not to use colors to the maximum
always lower a little bit as in RGB from 0 to 255 i recomend you leaving as maximum value 254, ok?
I do a Render to check if it works Yes it's perfect !!
we got a striking blue solid! Well after this advice, we continues
we leave all the default values and the initials
there is another problem with Subsurface Scattering, How did you get an exact color? o Darken it?
because it is more complex than if we used the VRay Mtl Fast SS2
but this if you can do or get it! Suppose I want
Darken this material right? Let's do an Render Test
I put the material more solid I rise the Multiplier Fog to 10 for example
I want it to be a..
a material more darker, okay?
and do not lose pigment or tone or dye
the most logical thing would be to darken the color of Fog Color, right?..
lowering the value in the V as in the video
look at the color we have here, (in the Fog Color) and look at the color you see in the Sample..
they have nothing to do with each other
what I'm really getting is getting closer to the black color, therefore
will continue to have the same illumination but the color will be more like black or gray
(I'm really removing the color pigment and I'm not obscuring it)
...
this has a solution and you can understand very well how this works
so if I want to darken the material but with the same Tone or Saturation.
(first I leave the color like the previous one)
the first and easiest method to darken the material is
with the Fog Bias, (1st Method)
and if you change the value from 0,000 to 1,000.. or better to 0.500
and make a Render 124 00:10:23,800 --> 00:10:28,000 Greats it´s works !! We keep the Pigment of the Color and we are darkening it to same time
Now the concept is better understood, is not it?
the Fog Bias is used for another use, when the is solid material
for having activated and the SubSurface Scattering
but what happens if I put a negative value?
the opposite , it will be clearer than the initial tone
getting it to be a colour clearer as you see in the video
... I speak a lot hahaha ...
there are 2 more methods to get it and change the color or just darken it, but
but using the options of the Subsurface Scattering that I will explain its sections at the same time
for example Translucency Color, that we get an extra dye or dye for light through the material
but it´s not only can be used to make a extra dye just, (first I make a base Render)
the final result would be a mixture of the two dyes, the Fog Color and the Translucency Color
I give you an example:
as you can see it is the mixture of both colors
but I don't want to mix two colors if not
I want is to darken the initial color.. - 1st Copy the Fog Color and I take it to Translucency Color
of the HSV left equal H to maintain the color and only modified the S = Saturation and the V = Value to 0,40 both of them
we got the same color but darker, the extra dye I'm using it for
darken it and keep it the same color
Well I already have 2 methods hehe
there is a third method but it is not so easy to understand
but I will mention it later.. before I leave everything by default
the subdivisions are as always to more subdivisions the more cleaner the render
but with more Render time and less subdivisions we will get more contribution of
noise but less Render time to do tests goes well, but in principle it is
configured so that it does not matter the subdivisions therefore as if I put them to
0 nothing will happen !! hehe having said that! here we have this Coefficient
of Scatter, as I explain it to make it easy to understand ...
means: which is the scattering coefficient of light
once inside the material, it is going to Dispersal in all the directions because it is the value in 0,000
but if I raise it to 1,000
now the light is scattered in the same direction that have the light source or lights in this case, then ...
what we get for example is that the dark areas come closer to the clears
I do a Render to see the result
the dark areas are going to match slightly with the light areas of the material
getting a pretty interesting effect that we use it later, but
by the moment I leave it at 0.000. now i repeat litle a summary of the
Scatter coefficient is used for scattering of the light once it enters on the material
Okay ... for all directions or that goes to a single address
right now it's in all directions
now we see the coefficient
Fwd / Back Coeff, with this we control the amount of light entering
dentro del material y rebotando hacia fuera
we determine the depth that we let between the light
by default is 1,000
means that light bounces on the subsurface
closest and leave to the outside thus achieving the dye
of the color I was looking for but if we go down to 0.000 what it does
is that the material passes through the light completely, ideal for liquids and in 1,000 it's good for
solids such as soaps.. clay of colours.. and etc...
then there is another way to darken the material, would be coming down a little bit
this is not made for that but you get the effect of darkening
you see that it got dark!
you can already play with all the previous values! the other section would be
the Scatter Bounces, that if I remember correctly in the 3Ds Max would be ... Light Multiplier
and that is achieved with this section, "Scatter Bounces"
increase the interior light and have more rebounds inside the material
if I change it to 2 and also increase the
pigment defined in the Fog Color
I put an example mixing the Fwd / Back with the Scatter Bounces watch the video
It should be very dark, but it is not
because I've put 2 Bounces, getting more color and a little more light
if I change it to 3
we see that there is still more color and more illumination
Do you understand the concept, right? hehe It´s difficult to explain but it is better understood in the video
bien lo dejo todo por defecto otra vez
the Thickness !!
are designed to decrease calculations, indicating the thickness of the object but ins´t works for nothing
in any case the materials or documentation that I use to make my Tutorials, is always of the
ChaosGroup web page... and as a good registered user hehe O:)
I have translated it into Spanish for Spanish speaking users
if you want into english copy the next link
https://docs.chaosgroup.com/display/VRAY3MAYA/Materials
this is only for spanish speakers
https://docs.chaosgroup.com/display/VRAY3MAYA/Materials **version english**
you already have all the basic knowledge to be able to do any type
of material, you have to understand how a material works
physically speaking try to translate here
before proceeding, I teach you to easily copy a Fast SS2 with a VRay Mtl with the Subsurface enabled
I apply to the object a VRay Mtl Fast SS2 and if you want me to do tutorials about that
if you want me to do a Fast SS2 Tutorial
Leave your comment in this video I will do it the tutorial and also the
Vray Skin, Fast SS2 &/or AI Surface Mtl
the Fast SS2 has some basic present like skins, milk, marble and ketchup, etc..
but I'm going to stay for this example the Ketchup and the Rendering
they could bring more presents instead of charging for the VRscan Materials...
although in Revit or Sketchup brings a wide range of presents and materials included
in a rather interesting bookstore. Well here we have what would be the Ketchup
which in the SHIT looks pretty good! hehe
then I've created a material Vray Mtl called Ketchup
and if you see it is a basic material of VRay
we ignore the diffuse channel
since it does not affect in absolute
ignore it
ahh at the end of the video I put you like this made the 7 materials that I give you
because I have you affection and because us have to help us and above all to the community of MayaTubers :)
let's try to match the two materials, one moment..
I already finished equaling the reflections hehe
ops! It has happened to me hehe
one second hehe
Look! :D
nice result !! we don´t need the Fast SS2
got the same Ketchup with the same tone with Vray Mtl
look that there is hardly any difference are very similar
I want you to know that many materials can be made without using the VRay Fast SS2 Mtl
well let's create a material quickly, one type or resembling Candle Wax! for
let's go over the concepts learned a little and .. we apply a new material
apply to object a VRay Mtl
the channel of Reflections to the maximum, with a colour white,
we give roughness to the reflection, lowering the R.Glossiness
if you do not know how to handle the reflections of a material I have the tutorial of Materials I, which I explain
how it works and it is used perfectly I leave you the link of the tutorial and for who wants
learn, you can learn it! hehe We continue !! If you realize.. how we are using
reflections of the type GGX we can define more brightness
check the brightness in the Sample
and we go up, go up and go up there !! so stop in 10,000! hehe
it's good, I like it !!
raise refraction to maximum also
ahh I want to use the translucency! the IOR I have attached or linked the one of the Reflections with the Refractions
I only have to modify one IOR so that both are modified
I change it to 1,200 because I don't want so much loupe effect
in the Fog Color I put the same color as the tutorial -> HSV = 35,000 - 0,700 - 0,500
Fog Multiplier so that it is not very solid I put 5,000 ;)
y activamos el Subsurface Scattering
and we increased the luminosity a little with the Fog Bias = -0,100 with a Negative Value
with the Translucency Color we will help you in the tone to be similar but almost the white
HSV = 60,000 - 0,200 - 0,960
it is very light or fine!! but will help visually
I want it to be uniform the dark parts with the lighter parts
I change the Scatter Coeff. = 1,000 for we get this effect
The material would be finished !! It Has Been Easy or Difficult ? - I Do a Test Render
a moment *^_^*
Siii !! Esta muy interesante y bien hecho !!
The material Candle Wax is already explained !!
now I will put the 1 + 6 Gift Materials with the render of each of them in Full HD
The material is very beautiful, look at the thinnest part that looks good !!
Good!! i will put with the finals Renders
What did you think of the tutorial? if you liked a give me a Like and
Subscribe to the Channel and if you know someone who might be interested in this material !! You can
share it with that person and make it community of MayaTubers is much more
big and growing !! well a strong hug and until the next Tutorial !!
Bye MayaTubers !! :D
Material 1 of gift - "It is already explained in the tutorial" wait for the next *^_^*
Material 2 of gift - Pausa the Video for Copy or reduces playback speed - SUBSCRIBE
Material 3 of gift - Pausa the Video for Copy or reduces playback speed - SUBSCRIBE
Material 4 of gift - Pausa the Video for Copy or reduces playback speed - SUBSCRIBEE
Material 5 of gift - Pausa the Video for Copy or reduces playback speed - SUBSCRIBE
Material 6 of gift - Pausa the Video for Copy or reduces playback speed - SUBSCRIBE
Material 7 of gift - Pausa the Video for Copy or reduces playback speed - SUBSCRIBE
I hope you like the materials that I given !! and Do not forget to subscribe to the Channel, Thank you!
Không có nhận xét nào:
Đăng nhận xét