V-Ray | Get RID of Texture Tiling | UVWRandomizer

  Рет қаралды 4,437

Jonas Noell

Jonas Noell

Күн бұрын

Пікірлер: 37
@JonasNoell
@JonasNoell 3 ай бұрын
✅Check out Patreon for all my scene files, bonus videos, a whole course on car rendering or just to support this channel 🙂 patreon.com/JonasNoell
@chistoprosto5859
@chistoprosto5859 3 ай бұрын
I was already fully familiar with the UVW Randomizer, but I watched it anyway - I just love listening to you explain stuff! 😊
@JonasNoell
@JonasNoell 3 ай бұрын
Haha, happy to hear that :-D
@ahmednasser4546
@ahmednasser4546 3 ай бұрын
Your tutorials are absolutely mind-blowing! it's like your videos are scratching an itch in my brain that I didn't even know I had. Keep up the amazing work!
@Jason1989A
@Jason1989A 3 ай бұрын
Thanks, Jonas! I remember watching another video that explained how to do this with Corona UVW Randomizer, but it didn't quite translate well to V-Ray when I tried it. This video, however, explained it perfectly. Thanks for the great explanations!
@senaylmaz5950
@senaylmaz5950 3 ай бұрын
I'm thankful Jonas :)
@arqbolognesi
@arqbolognesi 3 ай бұрын
excellent as always, I thought it was very clever the distribution of the grass using a randomized map also
@neginpalizvan2267
@neginpalizvan2267 2 ай бұрын
It was perfectly usefull! Thank You!
@stanislavmalyshkin6542
@stanislavmalyshkin6542 3 ай бұрын
Also new most of it. But you clear it out for me anyway, thank you.
@PS0103
@PS0103 3 ай бұрын
Oh, I've finally understand how this steps works :D Thanks! Awesome tutorial. One thing about plugging UVWRandomizer into all maps, I like to plug it only to diff, and then plug diff to all others. This way, if I want to change tiling of texture or something else, I need to change it only in the Diff map, or if I want to switch UVWRandomizer for TrplanarTex, for example.
@JonasNoell
@JonasNoell 3 ай бұрын
Oh interesting. Though for me if there is a UVWRandomizer present then the Tiling in the texture has no effect anymore and everything is controlled through the UVWRandomizer. So you can also change the tiling and so on there for all VRayBitmaps where it is connected. But I didn't try plugging in a VRayBitmap into the MappingSource of some other VRayBitmap, but probably works :)
@PS0103
@PS0103 3 ай бұрын
@@JonasNoell Yeah, you're right. This is probably more suited for situations where UVWRandomizer is not needed. It's convenient to control the others with just one Diff map. However, if you want to add TriplanarTex before UVWRandomizer in this situation, you'll have to replug everything again, as one of the examples :)
@MOJOFX360
@MOJOFX360 3 ай бұрын
great job but can i ask you to to full vray course Neatly to understand everything from scratch to professionalism Includes a complete explanation of all Vray tools Techniques for lighting different products and the tools that can be used for this in Vray And how do you get Complex Shedding to showcase your products you are the best one i saw working with vray
@sankochghadge7920
@sankochghadge7920 3 ай бұрын
This is really fantastic...much needed 👍👍
@Theforestbard
@Theforestbard 3 ай бұрын
Genio Jonas, genio
@minks007
@minks007 3 ай бұрын
great tutorial, thx!
@abdullahubeyd3060
@abdullahubeyd3060 3 ай бұрын
thanks
@runiyaruniyakh
@runiyaruniyakh Ай бұрын
You are the best thank you so much
@tarekyazbek3047
@tarekyazbek3047 3 ай бұрын
Great Tutorial 🥳
@erikpeter8201
@erikpeter8201 Ай бұрын
Hey there. Great video, very nicely broken down and explanatory. I have one question. I was trying to use UVW Randomizer on a brick material. Bricks however are not as nicely aligned squares, so this method would not work with brick texture. Any suggestion? Also when I apply the UVW Randomizer to my displacement map it seems to be rotating randomly (even though I set the rotation to 0). All other maps seem to work alright, just the displacement map seems to be acting differently. Any thought on this? Thank you!
@arafathossain3774
@arafathossain3774 20 күн бұрын
great
@majidjahangiri5560
@majidjahangiri5560 3 ай бұрын
We owe you a lot
@Iqroh
@Iqroh 3 ай бұрын
Awesome
@kaisoccerskills
@kaisoccerskills 3 ай бұрын
Hi Jonas, thank you so much for your content. I love watching your various tutorials and i find your approach to vray super interesting and logical. I would love to suggest some topics that i think would be amazing for your next tutorial as i find that there is lack for High quality complex tutorials online that are of use. If you are interested please give me a shout and i'd love to chat.
@JonasNoell
@JonasNoell 3 ай бұрын
Hi, you can send me an eMail to infoATjonasnoell.com, always interested to hear about ideas for content.
@张琦-i3y
@张琦-i3y 3 ай бұрын
厉害 我在你这里学到很多
@尤兆腾
@尤兆腾 3 ай бұрын
I have a question: if I randomly rotate the normal map, won't the bump information become distorted?
@JonasNoell
@JonasNoell 3 ай бұрын
I was wondering the same but in practice there are no issues whatsoever. So in case of the normal map it’s most likely not really 2d-rotating the map itself but just the normal vectors.
@ChannelRejss
@ChannelRejss 3 ай бұрын
@@JonasNoell I was wondering the same. I'm not sure if it's still the case but it was the same reason you couldn't apply triplanar map as mapping source to normal maps and instead had to go normal map > triplanar. Which is annoying since you would always need to make an identical copy of triplanar map just for normal maps.
@JonasNoell
@JonasNoell 3 ай бұрын
@@ChannelRejss I never had the issue you describe using triplanar and normalmaps, neither in the past nor in recent versions. Which V-Ray version are you using? Triplanar by default anyway doesn't apply any rotations to map.
@tplee8773
@tplee8773 3 ай бұрын
I also have problems when I randomly rotate or flip the normal map. For example, when I apply random rotation to an asphalt material with distinct bumps, I found that each tile reflects in a different direction in the specular channel. When I looked closely at the vraybumpnormal channel, it seemed that the normal map was rotated in 2D mode.
@JonasNoell
@JonasNoell 3 ай бұрын
@@tplee8773 Actually I double check it again, and indeed you are correct. So it is really just 2d rotating the map and you can get wrong looking results in certain situations. If it is visible or not depends on your normal map, so if you have extremely pronounced and geometric details in there then it will become more obvious. In my day to day work I haven't notice any visible and disturbing impact though. But if you want to make sure that your normalmap is shown absolutely correct in all situations then it would be good to avoid the rotation and flipping in the UVWRandomizer and just rely on the U and V offset.
@AnilsoLife
@AnilsoLife 2 ай бұрын
well, I use Cinema4D, but is really difficult to find tutos about it in my language (portuguese), so, I need to search English tutorials, and even like this, I almost don't find tutorials of V-ray on C4D, but.... I realize that almost 95% of the effects that U make in 3DMax I can do it in C4D cuz V-ray node system is the same, only one or two things I need to reorganize.
@JonasNoell
@JonasNoell 2 ай бұрын
Yeah it’s anyway more important to understand the logic and then try to translate it to your use case
@saifaliksa8085
@saifaliksa8085 2 ай бұрын
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