Subtitles by Carlos Álvarez V. for MayaTubers ^_^ ♪ ♫ [music of the intro] – if you will found any error into the subtitles please write to [email protected] Thanks ! ♪ ♫ ♫ ♫ intro music ♪ ♫ Welcome back MayaTubers to another tutorial with me! I’m Carlos Álvarez Velázquez, and the tutorial is about, the New Workflow with new method to lighting an interior with VRay and Maya you will think: “Hey Carlos, you already made a similar one, do not you?” – I put here this tutorial ☝
tutorial that uses version 3.10 and where I was used V-Ray 3.10 for Maya 2016, I explained the obsolete method of local subdivisions to reduce noise When you see this tutorial, you ask me: Hey Carlos, where can I activate the subdivisions? This are disabled and I explain how to activate them, but it is an obsolete method, you should not use the local subdivisions it’s good that you learn how the subdivisions work to understand the behavior of VRay but you should not use them since VRay 3.40 or higher, I teach the new method or workflow without subdivisions I recommend that you watch the previous video if you are new and it is your first contact with VRay for Maya is one of the 1st videos I made, with bad audio, I’m wrong and I messed up a lot … a video shit 💩 hehe but thanks for your support in that video! but this one is much better and with many new features & techniques Why do I now do this tutorial? because you asked me for it ❤ I put some of the comments special thanks: Dioni jc, Ana Burel, AirSoft Films (for me is Luis Fran) and Valentina Vázquez Ulloa a big hug 🤗 and a kisses 😘 to the four
because you are supporting me very much I put here what we will achieve until the final result of the tutorial, (but without the materials in this tutorial) You will ask.. why I use a Neutral Overrides material to lighting an interior scene? the right thing to do is to use the materials that will go on the scene of course if … because the materials contribute to the final lighinting, the correct thing would be to do it with the final materials … but I know that many of you they do not have a powerful or high-end computer, the vast majority have normal PCs but with this workflow we can easily lighting an interior, without consuming resources of our computer and with very short render times !! so once we have defined the final lighting, I will show you this: 😲 when we finish the tutorial of lighting the interior with a material overrides and then I will activate the layer of the materials, (the materials don’t are in this tutorial), to show you that it is the samelighting of this real render Another very important section of this tutorial is the
Tone Mapping, we will see all this and more within the video and I’ll explain it step by step, okay? before going to see the tutorial I have to thank for this original idea of this composition was Eduardo Hernández so from here a strong 🤗 hug and thank you very much !!
i see you inside tutorial Bye !! Hi MayaTubers !! before starting with the tutorial I will tell you very briefly how to works V-Ray and the light V-Ray Imitates the physical and correct behavior of light in a linear way What does this mean? … 🙄
we imagine we have a light bulb with 5 intensity and we put a light meter
at a distance X and we read and read 5 of intesity too if we double the intensity of the light to 10 and we do the same reading again at the same instance it gives us 10 this is what is known in a linear fashion
(remember that it is at the same distance) How does this affect our workflow?
very simple the final render should not … and I say “should not” … be a Real Render and yes it would be Linear Render and to obtain the Real Render It´s would need a Basic Tone Mapping from the VFB or in any video editing or photography program you will ask me: Carlos, Can you get a realistic render directly in the final render? YES, but something you have done wrong and if you try to repeat the same thing from scratch you will not get it to 90% We review the concepts below: Linear Render=Final Render and Real Render=with Tone Mapping ♪ ♫ Preparing the scene, and 2 methods of Mtl Overrides with Maya directly or with VRay IPR ♪ ♫ You can download this free scene from the description of the video, but without all the materials If you want the second part of this tutorial to create textures and materials, I will need many but many comments asking for it and many
Likes 👍 in this video, okay? but many ehh So to start let’s create a camera
Menu>Create>Cameras>Camera press the 4 key to enter WireFrame mode, where is the camera that did not see it hehe Look at the scene that I have placed
1, 2 and 3 Locators that are inside this layer, I have put it to you to facilitate the realization of this tutorial and you do it identical to me, except for the materials finals we are going to place the camera in the exact position and rotation that this Locator has, do you see these information? How do we do this in a fast way?
1º Select the Camera and 2º the Locator with SHIFT and on we go to the Menu>
Modify>Match Transformations>Match all Transform done! very easy and fast! I adore Maya 😍 ah before continuing, look at that 3D model modeled with serial plans I leave here a tutorial where I teach to model this type of 3D objects, and use of example the mushrooms of Seville ☝ well we continue: we get inside the camera and then we rename it to “RenderCam” Activate the film Gate, we can see the resolution and framing we have are not correct, I prefer the full HD so to change the resolution we go to the Setting of V-Ray
and we changed it to Full HD 1080 and since we’re here we set up a bit VRay
(this doesn’t affect the lighting quality) we turn on the Viewport Subdivision for objects with smoothing, or activated key 3 looks smooth in the render too but so that it does not die our computer in the attempt haha, we lowered the Max Subdivs to 4 hehe 🤣💨 and if you have a lot of memory I prefer that V-Ray determine what the limit is, then we lower it to 0 I show you the default values, I’m using VRay Next, but if you have VRay 3.40 or higher you can follow the tutorial let’s define our frame without moving the camera we will use Focal Distance and change it to 23 it’s a very interesting framing and
by not abusing this value it doesn´t deform Let’s do a render, let me open the VFB and change the resolution to 50% to make it faster and Render We see the render with the materials and raw
(you will see other simpler materials)
If you want the 2nd Part ask me and many Likes 👍 I have here the materials, because when we finish the interior lighting with 1 VRay Mtl Overrides I will render the lighting with these materials and you will verify that we will have a realistic render and we use a Material Overrides for those people who do not have a powerful computer, you can lighting a complex scene very easily and quickly without consuming a lot of resources or power from your computer the correct thing would be to design the lighting with the materials as they provide light in the final lighting a Tip: Only for users of VRay Next, they can use with the IPR>Shading Debug>Lighting VRay creates a Material Overrides to all objects in the scene from the IPR once the IPR is activated,
let’s select the Shading Debug>Lighting VRay IPR directly applies a Neutral Overrides material and we would only see here the lighting of the scene the problem is that it´s applies the Mtl Overrides to all the objects of the scene, even to the glass of the window through that window will enter the light of the Sun and Environment into the interior of the room, we can turn off the glass layer and we could try to calculate the lighting by this method, but the material of the crystal can change all the lighting of the final scene I suppose they will improve it, but it only brings this option from the version of VRay Next For all versions of VRay, we will use a better method to create the material overrides except the crystal I deactivate the Render IPR and I return to render with Render of Production of VRay so in previous versions of Maya there was a tab called Render Layer, but autodesk + mainframe have improved it with Render Setup where we can create a new Render Layer but with more options. We rename it to: Lighting and we can create this Layer a Collection or Sublayer and rename it to: with Mtl Overrides we create another collection or sub-layer where the window glass will be alone and keep its glass material we rename it to:
without Mtl Overrides now we are going to add all the objects that will have the Mtl Overrides, I have prepared the 3 Layers click on Select Objects from the Layer “MayaTubers 3D Models”, you see that we have all the selected objects but not the window glass or the locators, okay we let’s add the Locators too, watch the video 👀 and now in the Collection, without Mtl Overrides, we will add only the glass object of the window, watch the video 👀 everything is correct, but if we activate the Render Layer Lighting it looks the same as the Scene or Base … we need to apply to the collection “with Mtl Overrides”, the VRay Mtl as Material Overrides … we select the collection and add the Material Overrides and rename it to: VRay Mtl Overrides Click on the Checker>VRay Mtl. I like to use a neutral color but at 30%, so we change from HSV the at V=0.300 We already have VRay’s Material Overrides in our scene, do you see it? and we have the crystal inside too 😍 ♫ ♫ Section of Lighting, configure VRay, Camera, VRay Sun and Sky with Portals, use new sampling method without using local subdivisions ♪ ♫ The first thing is to create a VRay Sun,
(or in VRay Next with VRay Dome but with Adaptive) we left the view of the RenderCam
and we go to the view of the persp here we have the VRay Sun you can move it with the Move tool and you have in the scene this Locator we activate the Magnet to the Vertex and with the Move tool we place it in the center of the Locator the Sun is already placed and all the default values, let’s go do a render to see the result Greats !! we have sunlight, but it doesn’t bounce inside the room, we need GI=Global Lighting we are going to activate the global lighting and we will leave everything by default as it comes with VRay NEXT for Maya Setting VRay>GI>On – but deactivate the
Reflective Caustics, it is not necessary for this tutorial and you leave everything as I have it, it is by default in VRay NEXT, I show it to you 👀 VRay is set up superbly so you do not have to modify almost anything. If you start to modify things without knowing, the you will spoil it haha let’s do a render to see if it happens in the room and we learn how VRay works step to step Good !! we have sun rebounds!! it´s thanks to the GI, we have improved but this is not real, why is not it real? It is not real, because the sunlight not only bounces inside the room, but in the environment producing … new rebounds from the environment, and these bounces joined through the window lighting the room as well the environment can be, buildings, parks, trees and it´s generating new bounces with others tones of colors for example with a VRay Plane, a VRay Dome or a VRay Sky contributing more neutral tones and not so yellow of the sun for this tutorial our environment will be a VRay Sky for example, we created it and by default it comes linked with the sun, I show it to you, we go to the view persp and go Setting VRay>Overrides we activate the preview of the environment that is the VRay Sky and see the Background now if I move the VRay Sun, see that the VRay Sky changes, lower it becomes at night and higher it becomes day VRay Sky is like an interactive HDRi and we can modify its parameters. Well we do the render It is improving a lot !! You see that the rebounds of light from the environment, (VRay Sky) and the VRay Sun enter the room But, how long does it take to render this image?
let’s change the Image Sampler from Progressive to Bucket Bucket, (I recommend buckets for final production render) and progressive for animations Setting VRay>VRay>Image Sampler>Bucket
and now we reduce the quality to make it faster we raise the Threshold to 0.050 and that of the DCM Sampler to 0.010 and we change Adaptive to 0.600 for being an interior I’m going to change the size of the bucket to 18, it does not affect much the speed of the render, but I prefer it that way let’s do a complete render, speed up the video and see how long it takes with this configuration in VRay ♪ ♫ Render with VRay Sun + Sky ♪ ♫ and it’s been good 01:13 minute
It’s not bad, but can we acelerate the process? If we can improve the render time and calculation, but I only recommend this method with VRay Sun and Sky before we save the render in the VFB and add a comment. Watch the video 👀 We are going to use Lights Portals, for that we created a VRay Light Rectangle and we placed it and oriented it as seen in the video 👀 you will ask me, why do you place the rectangular light inside and not outside of the window? 😱 very simple my window is very deep and we would have tunnel effect if we use Simple SkyLight Portals As a general rule, the support light is placed on the outside of the windows, right? let’s adjust the size of the light to the window, U=5.300 and V=4.100 Great! let’s do a render, I leave it in LightCache to see a very fast preview about what is happening we only see the rectangular light,
does not see the sun or the sky Can we have rectangular light and sunlight indifferently but working together on the scene? Yes, you just have to activate the invisible mode in the rectangular light, I show it to you quickly, Render Do you see it? we have independent lights coming into the room, we see the VRay Sun, Sky and the Light Rect but I want you to work together for it, we deactivate the invisible and activate the SkyLight Portals This helps to calculate the lighting that the Vray Light has behind, for example the VRay Sun and the environment, (VRay Sly) it´s improving render times!
we do a render and we will see the differences 😍 ♪ ♫ Render with VRay Sun + Sky +
Normal SkyLight Portals ♪ ♫ w0w has only taken 25 seconds 😱 it is x4,5 times faster, I save it for a moment and I write a comment in the VFB let’s compare the renders, these should be similar but with a little less noise and good lighting but the big difference is the rendering time, the portals help to calculate the lighting in these cases but, Can we improve the rendering time even more? Of course YES, activating the Simple SkyLight Portals when using Simple SkyLight Portals, it´s ignore what is behind the VRay Light and will introduce only the light from the environment which is faster to calculate in the rebounds, so in this case the environment is the VRay Sky and has a white color if we wanted to change the light color from the Simple SkyLight Portal we would have to change the color of the VRay Sky in this example. Okay? activate it and we see the result in the render 🙄 ♪ ♫ Render with VRay Sun + VRay Sky +
Simple SkyLight Portals ♪ ♫ it has only taken 16 seconds we have reduced x5 the render time, now only the VRay Sky bounces, I love this neutral effect 😍 I don’t need change the color to VRay Sky so, how do I control the amount of light I want to see in my render? but without changing the intensity of the lights, they are by default … You must activate in the RenderCam the properties of the VRay Physical Camera from the Attributes>VRay>Physical Camera but since the VRay NEXT it is activated by default but in VRay 3.60 or lower versions no, you will need activate it, okay? And in the VRay 3.60 or earlier versions comes Vignetting Activated, please deactivate it, right? 😊 let’s do a quick render to see what changes have occurred when activating the VRay Physical Camera ♪ ♫ Render with VRay Sun + VRay Sky + Simple SkyLight Portals + Lower ISO ♪ ♫ it comes out very dark, why does the Render come out dark? because the RenderCam now imitates a real camera type DSLR with VRay Physical Camera we can define what amount of exposure or light can enter by its objective, we can use the following parameters: F-Number=Diaphragm opening, if we change it to 2 + Diaphragm opening + light enters through the objective I recommend using F-Number to control the Blur or Depth of Field or DOF,
I leave a very good tutorial about that click here ☝ the Shutter Speed very useful for Motion Blur, lower value=less speed=more light and to finish the triangle of the exposure, we have the ISO sensitivity, the higher the number=more light if I want to capture more light with the camera
I raise the ISO to 1000 and we do a render and we have more lighting in the render, but how do I know that ISO needs my interior render? usually … it´s will depend about the effect you are want, the normal thing is to try ISO values, I´m want a lighting like half a day but very intense I will need more ISO … but what ISO value can I use to start or as starting point? Well in the version of VRay Next or higher, we have the Auto Exposure,
go to VRay Settings>Overrides>Cameras>Auto Exposure for this to work correctly, we need to have in the GI>Light Cache yes or yes hehe, now VRay will calculate which ISO value is the necessary can be useful for animations where there are changes of exposure and for using as a starting point if you have VRay 3.60 or lower you can do it manually. Let’s do a render ♪ ♫ Render with VRay Sun + VRay Sky +
Simple SkyLight Portals + Auto Exposure ♪ ♫ I like this Exposure, but …
What ISO has VRay calculated? humm … I leave you the tutorial of VRay Next and you see at the Auto Exposure in an Animation, it is very amazing! 😱 to know what ISO has calculated VRay, we select the RenderCam and click on Transfer to selected Cameras has modified the ISO from 1000 to 5329, it is a very well calculated ISO, because I calculate it in 5000 w0w We change the ISO to 5000, and deactivate the Auto Exposure and we will do the render. ♪ ♫ Render with VRay Sun + VRay Sky +
Simple SkyLight Portals + ISO: 5000 ♪ ♫ a render in 15 seconds !! we have defined the lighting, we go to the following sections ♪ ♫ third section: VRay Settings using 2 methods with the new workflow without using local subdivs ♪ ♫ we enter the new methodology that changed in VRay 3.40, the Settings without using local subdivisions 😍 Because in the past, to eliminate noise we used the subdivs in the Brute Force, in the Lights and in the Materials … but since VRay 3.40 this are defaulted by turned off, many times you ask me how are activate the subdivs but *I DON´T RECOMMEND USING THE LOCAL USE SUBDIVS*
Settings>VRay>DMC Sampler>Use local subdivs activate the “Use local subdivs” and we can control the noise manually from Lights, Materials and GI but since that in VRay 3.40 incorporated the Denoiser it’s changed the system, VRay could work without the local subdivs My recommendation is NOT to use the “Use local Subdivs” we deactivate it, VRay to simplified all this with 8 parameters we can control the noise from the Antialiasing=Image Sampler and DMC Sampler only for example from using the Threshold, Min Shade Rate, the Min or Max Subdivs and the Adaptive of the DMC Sampler for the 1st method we will use raw CPU power, lowering the Threshold value to 0.004 it´s eliminating noise and with the Threshold of the Adaptive also lower it to 0.004, with I’m going to eliminate a lot of the noise but we are going to drastically increase in the render times, look at the noise of the previous render. Render ♫ ♫ Lighting + 1st Method of eliminating noise with CPU power=increase render times ♪ ♫ finished ! with a render time of 2 minutes, we will save it in the VFB and we will comment, Save and Close … let’s compare these renders,
A=Clean but Slower and B=Noise but Faster we have increased the quality and there is hardly any noise but the increase of the rendering time is more than x8 times to this resolution and without materials we did not appreciate much that increase, but in full hd 1080p and with mtl, yes … but How do we get this quality or better, but with a faster speed in the render times? so using the correct workflow with the denoiser,
since the 1st method requires a lot of computing power… but if we do not have CPU or GPU power, how do we get it? well, very simple 🤗 we return to the Settings and raise the values of both Thresholds, one to 0.01 and the other to 0.05, so the render now has more noise but it´s faster let’s create a render element: The Denoiser
I leave a tutorial where I talk about the Denoiser ☝ we add the Denoiser and within its properties we leave everything by default, it appears in orange because we are activating it from the Render Layer Setup, we activate it also in the general … important: the VRay Denoiser works very well only if we have the “Use local subdivs” disabled, OK? TIP: if there is an error it needs more samples, we increase the values of the Adaptive Min Samples or in Min Shading Rate or min subdivs for solve it Let’s do the render! ♪ ♫ Lighting + 2nd Method of eliminating noise with Denoiser=Very fast ♪ ♫ Finished! we are going to save it in the VFB and it has only taken 19 seconds !! amazing !! vs the other one that took 2 minutes let’s compare them:
A=with Denoiser 19 secs and B=without Denoiser=2 mins incredible has less noise than the 1st method with CPU or GPU power, I’m going to get closer we have achieved a very good render for a very short time and without noise we are going to modify here for example but the Denoiser can be a bit aggressive in the details, because we can modify it in real time we changed it to Mild and a click on Update and it would already be modified being less aggressive but we leave it by default, which is going very well for this scene, we go to the next section, Tone Mapping! ♪ ♫ fourth section: The importance of the Tone Mapping, Exposure, LUT, Dock Correction, Reflections and more ♪ ♫ Another important part is to do a Basic Tone Mapping, since the render is linear, it has areas with too much contrast and exposure How do we apply the Tone Mapping? .. can be done directly from VFB to preview the render Why do I explain it now and not before? .. because it is better to teach it now with the finished lighting but you can have it done before you start and go see how you will have the final render + Tone Mapping we open the Dock Correction of the VFB and in Exposure, the 1st thing that we are going to do is compress the dynamic range with Highlight Burn until you stop seeing the burned areas when compressing it we see much more information in the render and less contrast of burned areas now I need to compensate the exposure and because I look for a lot of light in the scene We went up little by little until we reached the desired point, I leave it at 2.00. This step is very important indeed this lighting looks a little washed, it needs a little contrast, we could do it with the levels, but we would lose information in the image, I recommend using the Curves, we will create the S-shaped curve we generate the contrast in the low tones=the dark areas of the image as you see in the video 👀 in the middle are the middle tones and the right are the high tones, in the high we will give a little more light and we get the contrast I think we already have the lighting, it’s very interesting let me tune the curves a little more perfect !! Now you will think that this lighting does not work for realistic rendering with materials and textures, right? so yes !! I show you right now, let me turn off the Exposure and the Curves, see what difference uff hehe Now I’m just going to activate the Render Layer with the materials, and I’m going to do the render. Watch the video 👀 ♪ ♫ Lighting + Setting + Denoiser +
Final materials with VRay ♪ ♫ It has changed a little the lighting by the materials and look without Tone Mapping is seen with more Exposure … and we are going to activate the Tone Mapping we did before, the washed Exposure and the contrast with the Curves w0w is amazing the change with the simple Tone Mapping !!
What is your opinion? if you like them with less light and you do not want such pure targets, you can modify the Curve, or the contrast of the Exposure. Watch the video 👀 Before teaching you how to take this Tone Mapping to Photoshop, I am going to give you a reflection advice in interiors we need that behind the camera there
information, for example more objects, right? I better make an example: I create a sphere and apply a polished Chrome type material. Watch the video 👀 let’s do a render to show you this example with reflective materials, Render! ♫ ♪ Lighting + Settings + Denoiser + Tone Mapping ♪ ♫ The reflections are not bad but if we had more objects behind the camera we would improve them already with the finished Tone Mapping we can render and see how they will be in real time let’s suppose that I want to save this Tone Mapping to use it in another project, I’ll fine-tune it a little more … click on VFB>Globals>Save We save it and go!
I put by default the Dock Correction of the VFB and now I want to load the Tone Mapping, I go back to Globals>Load – now I have the Tone Mapping loaded !! 😍 but we can do it creating LUTs from VFB, Globals>Save and change the file extension to Lut.cube and we keep it, this LUT I can use it in the VFB or in any post production program from here we can load any LUTs and open the one we created, do you see it? very easy hehe now we are going to save this image in compressed format JPG 8 bits and in EXR 32 bits both with the Tone Mapping activated. Watch the video 👀 Can I using this Tone Mapping in to Photoshop Automatically? Well, yes! 🎉 we will open both images from Photoshop, but first the jpg in 8 bits that already brings the embedded Tone Mapping but when saving in linear image formats and in 32 bits as EXR, ignore the Tone Mapping that we did in the VFB Do you see it? without the information of the Tone Mapping, because it’s a 32-bit linear file How can we quickly load the Tone Mapping in Photoshop in a 32-bit image? we are going to create an Adjustment Layer>Color Lookup, we can choose a series of Photoshop LUTs or load an external LUT, click Load 3D LUT and select the one we created before in the VFB Ready!! This format saves transparency, very useful to apply a fund after We have to join both layers, select both and Ctrl+E to combine the layers to change from 32 bits to 16 bits but without using Camera Raw, because this image have already a Tone Mapping, click on: No Merge Done !! now we can save it in jpg for example
with the tone mapping from a 32-bit image This is a very simple method for
get a good Tone Mapping, well you will help you improve your work with this tutorial you will understand better how VRay works. I put the final render ♪ ♫ What do you think about the tutorial? If you want me to do the 2nd Part write me many comments asking about that and +Likes 👍 ♪ and if you want to support me to continue doing more tutorials please SUBSCRIBE if you have not done so yet ♪ ♫ ♪ ♫ If you know someone who might be interested in this material, SHARE IT 📝 with that person! 😍 ♪ ♫ and give me a LIKE 👍 if you liked the video!
and until the next tutorial MayaTubers! Bye !! 👋 ♪ ♫ SUBSCRIBE 👀 * ^ _ ^ * For more TUTORIALS ♪ ♫
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