Archive for April, 2012

matte material in vray

Posted in Archive on April 22, 2012 by Eric

This is some quick steps to setup the mtlwrapper for use as a groundplane when using an environment.

1. Create a plane that will be used to catch the shadows and import or create the object you want to integrate with the backplate.

2. Open the hypershade and create one vrayMtl and one vrayMtlWrapper.

Connect the vrayMtl to the Base material slot on the vrayMtlWrapper.

Check Matte surface and set Alpha Contribution to -1.

Turn on Shadows and Affect Alpha.

Finally we need to turn on Matte for all secondary rays. This is done so that the reflections can catch the environment and not the actual groundplanes refraction.

3. Now lets setup our environment and lights to get the desired look.

Start by inserting what backgroundtexture you want and also insert this to you reflection map in the vray environment tab in render globals.

To see the texture in the viewport turn on Show in viewport under render globals.

In my case i needed to reorient the camera to place the object were i wanted it.

4. If we do a testrender now we will get the object rendered against the background with correct alpha but no shadows.

5.  To get shadows we will use a VRayLightDome and plug the environment texture that we used in renderglobals to that one. This should be connected to the Dome Tex slot, and dont forget to check Use Dome Tex.

Since we dont want our lightdome to show up in the renderingen we will check the Invisible option. If we hit render we should now have the correct result.

Some notes.

A good practice when assigning maps to environment/reflection and lightdomes for this kind of work would be to use the same VRayPlaceEnvTex node to all of them, this way you can rotate the map visible in the viewport and the others will follow.