From the course: 3ds Max and V-Ray: ArchViz Material Details for Photorealism

Diffuse and roughness

- [Instructor] All right. So we need to start learning about V-Ray materials through the most popular material of all and the one that you'll be using more often which is V-Ray material. So the first thing we need to do is make sure that we have V-Ray set as our renderer. So let me just scroll this real quick and then I'm going to move on to Render Setup. I'll open this and I'll make sure that my Renderer is set to V-Ray. Okay, so set this as V-Ray and that will enable us to access the V-Ray materials. So I'm going to close this up and open my Material Editor. In here you can see now that we have this V-Ray tab enabled. So I'm going to open this to access all of V-Ray materials and here we have VRayMtl. To create a material so that we can work on it, all you have to do is click, hold, and drag into the workspace, and we created a material for ourselves. If you double click the icon, you can see the preview a little better. So this is going to be the base material for us to study all this basic parameters of our materials. So I'm going to select the teapot that I have created and then I'm going to apply this material here. So I'll Assign Material to Selection. Once that's done, we can begin learning how this material will behave in all the different parameters. So let's start with the basics. The first basic parameter that we have is Diffuse. So Diffuse controls how the surface of your object is going to behave with light. So this is going to translate the absorbed light which means the overall opaque surface. So anything that I decide here will control opaque surface of my object and I can set a color which is going to be, you know, an overall value, or I can set a map either by clicking here, or by clicking and dragging here. If I set a map here, we can have a complex information which means I can add a design or a pattern to it. If I set the color, then it's going to be a uniform color throughout the surface. The second parameter that we have is Roughness. So the Roughness is going to simulate if your surface is perfectly smooth, or if it's bumpy, it's not as smooth. If the surface is completely smooth then the light when it bounces off that surface is going to behave in a uniform controlled fashion. If the surface is rough then the light is not going to behave uniformly so you're going to have that appearance of a surface that is not polished. Okay? So as I increase the roughness you're going to increase these rough surface effect. You can use that as well if you want to create a dusty surface because dust will make your surface not smooth. So you're going to have the same behavior. So as you can see here, if I increase this then suddenly the light is not behaving uniformly anymore. Okay.

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