Guys, please note that the Invert normal effect found in Vray next is handled by Inner occlusion now in VRay 5 and it allows the user to invert the effect with respect to surface normals - e.g. instead of crevices, open corners are shaded with the occluded color. 👍
@amineaminos4185 Жыл бұрын
very nice..thanks
@3Drave Жыл бұрын
A pleasure. Glad it helps
@suryasuganth2 жыл бұрын
THANKS GUYS
@sheikfareed80123 жыл бұрын
Masha Allah... You teach very good bro! Kind suggestion : Everything is Alhamdhulillah except the intro music. Hope u got what I mean : )
@Danteaa24 жыл бұрын
thank you so much. Great tutorial !!! exactly what i've been looking for. Thank you
@3Drave4 жыл бұрын
My pleasure. Glad I could help. Don't forget to subscribe to the channel for more content . Thanks
@anilscomeducation37074 жыл бұрын
great intro, great video! keep going Bro
@3Drave4 жыл бұрын
Thanks alottt buddy for ur kind support 😊
@zafir70074 жыл бұрын
Superb tutorial. Thank you.
@argenmdr3 жыл бұрын
great great great video...!!! thank u!!!!!!!!!!!
@deefunguy35944 жыл бұрын
Thankx bro I will try to use it in my next renders :)
@3Drave4 жыл бұрын
yeah man it can take your renders to next level
@shahroserazzaq69504 жыл бұрын
Good work keep it up man
@3Drave4 жыл бұрын
Thanks 😊
@anilscomeducation37074 жыл бұрын
From your loyal subscriber!
@3Drave4 жыл бұрын
Thanks bro. Keep d love coming. I will inshAllah keep on sharing d knowledge 😊
@mohamadrezahk18194 жыл бұрын
Great
@usmananwar57894 жыл бұрын
Very informative .
@3Drave4 жыл бұрын
Thank you, Glad it helps you with Vray 🙂
@nasserahmad46533 жыл бұрын
That’s so good
@sujitlasrado4 жыл бұрын
Thanks Mahmood for the great tutorial. Just wanted info on the small tool which you used to markup which is on the extreme right of your screen Thanks
@3Drave4 жыл бұрын
Hey Buddy that tool is Epic Pen. Enjoy :)
@T3D-LT4 жыл бұрын
Thank You.
@3Drave4 жыл бұрын
A pleasure buddy. Don't forget to subscribe to d channel 😊
@mikegentile133 жыл бұрын
Your visuals of what each setting does is good. Your terminology needs some work. You shoild use the terms convex and concave surfaces. Vray dirt is independent of shadows and light and works with those surfaces angles. Also the distribution adds a curve to the falloff distance of the dirt "1 to 1/distribution value" as I understand it. It's why you shouldn't call it shadows too, as shadows fall off at inverse square and default vray dirt falls off linear.