New tutorial : Vray Blender part 3 – Arch.Viz.


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Now available for purchase :
Blender to V-Ray: Volume 3

  In the third part of the V-Ray-Blender tutorial series Nicolò  Zubbini will show you intermediate to advanced shading and rendering  workflows with V-Ray and Blender. In the two previous parts by Sebastian  Koenig you have learned how to setup your Blender to V-Ray Rendering  Pipeline and fine tune Lightcache, Irradiance Map and DMC Sampler. Now  you can take it to the next level and create believable materials for  your architectural renderings. In this over 3.5 hour tutorial you will  learn all the professional techniques, hidden tricks and rendering  cheats like V-Ray-Proxies, Particle Scattering, Render Passes and  Compositing that will help you to really master the Blender to V-Ray  Rendering Process.
   
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     [b][http://nizuvault.wordpress.com](http://nizuvault.wordpress.com)
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 [b]Chapter Descriptions[/b]
 
  [b]Glossiness[/b]
  Since in real life you rarely have a perfect diffuse surface it is  essential for photo reealistic rendering to fully understand how to use  subtle glossiness to give your materials the final polish. In this  tutorial you will learn how to setup and tweak glossy and fresnel  effects while keeping render times on a reasonable level.
   [b]Textures[/b]
  But to really make your materials believable the most important  thing is to know how use textures. Nicolò shows you how to apply  textures to the different material channels, which mapping to use and  how to setup displacement and dirt-textures. Even the most subtle  details can turn an ordinary white material into a vibrant wall surface.
   [b]Advanced Techniques[/b]
  In the main part of this tutorial Nicolò is walking you through the  setup of an architectural indoor rendering, explaining light-setup,  materials, textures and render settings. You will also learn how to use a  camera-loop with fly-through rendering to efficiently render out a  series of images of your scene by re-using the GI-calculations.
  Even though we are rendering an indoor scene, it is also important  to create an outside environment. A blue sky is all nice and fine, but  without some vegetation the outside world behind the window will be just  boring. One key-technique for fast and easy vegetation setups is the  use of V-Ray Proxies. Blender is capable of creating these proxy objects  for V-Ray so that you can have hundreds of trees with billions of  polygons in your scene without any slowdown of viewport or mesh-export.  And to easily distribute these proxies in your scene you can make use of  Blender’s particle system and weight-painting.
   [b]Compositing [/b]
  To get the most out of your rendering you can make use of Blender’s  built-in node-editor. Nicolò shows you how to setup and use V-Ray’s  render channels so that you can render out your image in single passes.  These passes can be composited together with Blender’s compositor for a  maximum of control. By comping the passes one by one you can really  finetune the light and color contribution, color-correct each one of  them and add some nice and subtle post-processing effects. This tutorial  will really take you to the next level of V-Ray rendering with Blender!
   [b]About the Author[/b]
  Born in 1982 , bachelor of architecture degree, Nicolò works as  cg-environment-artist in the fields of  architectural visualization  (mainly shop interiors) and game development (Galactic Bowling pc/Wii,  Rocket Racing League iPhone). He started with Blender in 2008 for low  poly game modeling, but it quickly turned into his favorite app and main  tool, and immediately he got passionate about the open source world .  He is mainly interested in modeling and texture paint, but also render  engines, VrayBlender in particular. In 2012 he will work on as  environment and texture artist on the Blender Foundation’s next Open  Movie, codename “Project Mango”.
  Website: [http://nizuvault.wordpress.com/](http://nizuvault.wordpress.com/)
 
 
 
   [[img]http://nizuvault.files.wordpress.com/2012/02/vegetation-and-proxies.jpeg?w=300&h=177[/img]](http://nizuvault.files.wordpress.com/2012/02/vegetation-and-proxies.jpeg)[[img]http://nizuvault.files.wordpress.com/2012/02/architectural-materials.jpeg?w=300&h=177[/img]](http://nizuvault.files.wordpress.com/2012/02/architectural-materials.jpeg).
 
  
  [[img]http://nizuvault.files.wordpress.com/2012/02/compositing.jpeg?w=300&h=177[/img]](http://nizuvault.files.wordpress.com/2012/02/compositing.jpeg)[[img]http://nizuvault.files.wordpress.com/2012/02/displacement.jpeg?w=300&h=177[/img]](http://nizuvault.files.wordpress.com/2012/02/displacement.jpeg).

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