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Doing Surface Imperfections Right | Vray, Cycles, Arnold..

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Description

In this tutorial we will be seeing how to improve the common "Roughness variation" workflow commonly used to add surface imperfection by taking inspiration from real phenomenons.

📝Some papers discussing concepts mentionned in the video:
Dirty Glass: Rendering Contamination on
Transparent Surfaces: https://cseweb.ucsd.edu/~ravir/dirtyg...
Measurement, Modeling, and Synthesis of
Time-Varying Appearance of Natural Phenomena : https://www.gujinwei.org/pdfs/thesis.pdf
Observation-driven generation of texture maps depicting dust accumulation over time: https://pmc.ncbi.nlm.nih.gov/articles...

This tutorial is presented on 3ds-max and Vray, but can be applied to any software / renderer out there.
Let me know if you have any thoughts or question in the comments!

🚩Chapters:
00:00 - Introduction
00:19 - Identifying the issue with the common workflow
03:16 - What is Material Layering?
05:28 - Comparison
09:44 - Convert RGH Variation to MTL Layering
14:37 - When to use which?
15:16 - Disclaimer
16:50 - Substance Conversion
18:02 - Render cost
20:27 - Conclusion

🎵 This episode's music is Rubberband Man by The Spinners