Graphics Programs Reference
In-Depth Information
Summary
Let's recap some of the material we have covered in this chapter.
The workhorse material in V-Ray for SketchUp has always been the Standard mater-
ial, and even though in the 2.0 release we get some very welcome additions to the
materials and maps options, the Standard material remains the most versatile option
available for recreating most surface types.
Having said that, one of the welcome additions to the material system in V-Ray has
been the inclusion of the new VRayBRDF layer, which of course also doubles as the
standalone V-Ray Material. For V-Ray users coming from the likes of 3ds Max and
Maya, this option adds a much more familiar working environment as well as avoiding
the need to add extra reflection and refraction layers to a material in order to work
those properties.
Although we have tried to create materials that behave in a physically plausible man-
ner, taking the time to understand why it is that real world surfaces look the way they
do can go a long way towards helping us produce photographic looking final renders.
Because of this, we are going to spend some time in the next chapter taking a look at
some of the aspects of light and object interaction that affect our current project. We
will, at the same time, garner some important insights into the material process that
will help us advance our skill as a V-Ray render artist.
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