Doing Surface Imperfections Right | Vray, Cycles, Arnold..
In this tutorial we will be seeing how to improve the common "Roughness variation" workflow commonly used to add surface imperfection by taking inspiration from real phenomenons. 📝Some papers discussing concepts mentionned in the video: Dirty Glass: Rendering Contamination on Transparent Surfaces: https://cseweb.ucsd.edu/~ravir/dirtyg... Measurement, Modeling, and Synthesis of Time-Varying Appearance of Natural Phenomena : https://www.gujinwei.org/pdfs/thesis.pdf Observation-driven generation of texture maps depicting dust accumulation over time: https://pmc.ncbi.nlm.nih.gov/articles... This tutorial is presented on 3ds-max and Vray, but can be applied to any software / renderer out there. Let me know if you have any thoughts or question in the comments! 🚩Chapters: 00:00 - Introduction 00:19 - Identifying the issue with the common workflow 03:16 - What is Material Layering? 05:28 - Comparison 09:44 - Convert RGH Variation to MTL Layering 14:37 - When to use which? 15:16 - Disclaimer 16:50 - Substance Conversion 18:02 - Render cost 20:27 - Conclusion 🎵 This episode's music is Rubberband Man by The Spinners

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