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in this lesson we'll discuss using the
new metallic material in v-ray next for
Sketchup PBR textures have made a major
impact in the 3d industry particularly
with game engines and as a result of
texturing software such a substance
designer while these textures could work
with v-ray using some tweaks in the past
the new metalness parameter makes very
next compatible with PBR workflows so
that you can now drag and drop metalness
and roughness maps into the shader and
get the correct results in addition lick
Splore howl when using the new color
correction curves in v-ray next you'll
have even more customized controls for
tweaking your materials and textures to
begin let's open the asset editor and
start an interactive render to see what
our scene looks like so far the chair
frame and legs already have a generic
gray material applied to them so let's
see about substituting them with a
metallic one which we can add here by
right-clicking on the materials tab and
choosing the metallic material now to
assign it right-click on the chair legs
material to select the legs and then
right-click to apply the new metallic
material let's draw out a render region
here now around the legs so we can get a
faster preview before going any further
I'm going to pull up an article on the
KSR group blog which provides a much
more detailed explanation about
metalness this article will give you a
deeper understanding of how the
metalness parameter is designed to
support a PBR workflow and bewray next
which you can feel free to check out for
more information within the article in
our docs pages you'll also find a cheat
sheet for some of the more common metals
used in industries like architecture
visualization let's take gold here as an
example for our chair the parameters to
pay attention to here are the color the
IOR and the metalness value you'll
likely notice that all of the metals
here have a metalness value of 1 this is
because in the real world
materials are either a non metal or
metal meaning they have a metalness
value of either a 0 or 1 intermediate
values between 0 and 1 do not correspond
to any physical material
however the advantage here of having the
option to set it to either zero or one
is that you can then input intricate
metalness texture maps from software
like substance designer these maps can
act as a mask between metallic and
nonmetallic parts of a material making
it possible to create more complex
looking results such as corroded copper
in this case let's start with something
simple like this gold material by
copying the values from the table into
our metallic material I'll change the
color to the RGB values for the gold
diffuse
switch the metalness parameter to one
and then set the IOR to one point three
five for gold the last thing I'd like to
tweak here is the roughness the lower
the roughness value the sharper the
reflections while higher values create
blurrier reflections we can set the
roughness to whatever looks appropriate
or aesthetically pleasing now that
you've seen the basics let's explore how
to use textures with the metallic
material I have downloaded a couple of
texture sets from free PBR comm you can
download them from the link below the
video to load them in all we need to do
is drag and drop them into their
respective texture slots for example
let's input the titanium scuffed
textures will drag the base color into
the diffuse the metallic texture into
the mentalness and the roughness texture
into the roughness swatch let's also
drop down and toggle on the bump and
normal mapping parameters then drag and
drop the normal map into the bump map
texture swatch now after loading in your
textures it is also critical that you
set them to the correct color space
otherwise the textures will not display
correctly for diffuse albedo or color
textures you can leave the color space
on the screen space srgb setting
any other textures such as metalness
roughness and normal maps should be set
to rendering space linear which prevents
any gamma correction from being applied
to the texture file before shading so
the results are displayed accurately
lastly let's make sure to change the
bump and normal map mode to normal map
now let's create another metallic
material and see about replacing the
material currently applied to the chairs
body
let's rename these materials and called
the new material wooden chair
I'm also going to redraw the render
region here and select the chair body so
we can apply the new wooden chair
material although this is called the
metallic material the label refers to
its support for PBR workflows that use
metalness but the material is not
limited to only creating metals to
demonstrate let's let in the bamboo wood
semi-gloss texture set just like we did
with our previous material dragging in
the albedo metal roughness and normal
Maps once again toggle on the normal
mapping and set the mode to normal map
and lastly don't forget to change the
color space for the metalness roughness
and normal Maps
if your interactive render is showing
something a bit unusual like - just try
restarting it okay I'm liking how that
looks a lot but it also like to tweak
these texture Maps a bit to make the
wood material pop out a bit more in
v-ray next for Sketchup we have now
added new curve options that make it
possible to further tweak your materials
and textures right inside the asset
editor to do so we can simply right
click on a texture swatch for example
our diffuse texture and in the rapin
menu select either the spline or Bezier
curve the rapid manual will then place
your texture inside the curve so that
you can tweak it let's choose the spline
curve now we can remap the texture color
values using HSV or RGB curve controls
if we click to create a control point we
can drag it up to increase the
saturation a bit then in the value
parameter simply click to create a
control point and then you can drag it
around in the graph here let's increase
the contrast by creating an S curve we
can achieve this by switching the
interpolation to smooth now let's give
v-ray just a moment to clear up the
image and as you can see the wood
texture is now much more prominent and
lifelike alright now that you've seen
how you can use the new metallic
material with PBR texture Maps and make
alterations using curves in v-ray next
feel free to experiment with some
textures on your own
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