Boots Material 1
We will create a glossiness texture for the boots, based on the diffuse texture created in Chapter 2 (Fig.21).
- Open "boots_diffuse.PSD" in Photoshop.
- When we created this texture we started with a cavity map in Overlay mode, added some textured color layers below created layers on top of that with scratches and dirt.
- Don't touch the cavity layer and the scratch and dirt layers.
- Select each texture color layer below the cavity map layer and desaturate them (Shift + Ctrl + U). In each layer shift the Brightness and Contrast values up in order to have an average pixel value of about 60-65% (Check the B value of the HSB in the Info panel). I have marked some values on the image for your reference.
- Save as "boots_glossiness.PSD".
Boots Material 2
To create the boot material in 3ds Max (Fig.22):
- Open the Material Editor.
- Choose a Material Editor slot and press the Standard button. Choose VRayMtl under V-Ray Adv 1.50.SP5.
- Under Reflection, change the Reflect color to gray (R:155, G:155, B:155).
- Set the Reflection glossiness value to 0.65.
- Turn on Fresnel reflections.
- Lower the Max depth to 1.
- Under Maps, place "boots_diffuse.PSD" in the Diffuse slot.
- Place the "boots_glossiness.PSD" in the RGlossiness slot.
- Select the boots objects and apply the material.
Completing the environment
To complete the environment I have added a pole with a sign and an old cigarette prop. These were made with simple primitives. The pavement was also given a broken asphalt texture. As these are just environment props, their creation is not going to be detailed, however, in Fig.23 you can see all the maps that were created to make the materials. All the materials use the VRayMtl shader and follow the same logic as the materials we created during the rest of the tutorial (Fig.23).
I have rendered the final image with 5000 pixels of height. I will share with you the render settings I have used (Fig.24).
- Press F10 to open the Render Setup window.
- In the Common, tab under Output Size, click the lock icon in front of Image Aspect. That will keep the image proportion when you change the width or height of the image. Change the output to 5000 pixels of height.
- In Render Output, enable Save File and set a file name and destination for the image. Choose a lossless format like TIF.
- In the V-Ray tab, in the V-Ray: Adaptive DMC image sampler section, increase the Min subdivisions to 2 and the Max subdivisions to 6.
- In the Indirect Illumination tab, in the V-Ray:Irradiance map section, set the Min rate to -4 and the Max rate to -1. In the V-Ray:Light Cache section increase the Subdivisions to 2000 and set the sample size to 0.01.
- We will also need to render a ZDepth image to use in the final composition. Choose the Render Elements tab and click the Add button. From the list pick VRayZDepth.
- Set the file name and location to save the VRayZDepth file. Use a 16 bit TIF format to have a richer grayscale gradient.
- In the VRayZDepth parameters I have set the ZDepth min to 2.0m and the ZDepth max to 10.0m.