in this quick start video we're going to
take a look at extending our scene that
we've already created and adding a few
more render elements exploring the extra
text node increasing samples and render
quality as well as making sure that we
render out all the channels we've
created with the v-ray render elements
and then also how to rebuild in a most
basic form and manipulate the channels
after we've already got a render so I'm
starting with the same scene we used in
the QuickStart tutorial for lighting I'm
just going to clean this up a little bit
so we can get down to talking a little
bit more in depth about the actual
rendering process so I'm just going to
delete a few of these lights and I'll
move this wrecked light so we have a
clear view of what it's contributing and
make it invisible so we talked in the
other QuickStart videos about render
elements which we've created a set here
multi matte diffuse reflection specular
and Z depth and we've talked about how
to assign material properties so that
the material ID would come through in
the multi matte render element we'll
just look at the multi Matt Ritter and
I'm not really quick make sure that
that's working that is indeed working so
now I'm going to add a really cool node
called a veer a background mode and
we'll add that to the BG input of the
v-ray renderer we're going to add a
constant and color yellow so we can see
exactly what we're contributing to the
scene so the VRA background node is cool
in that you can affect the background
the global illumination the reflection
or the
for action of an entire scene through
this node will make the view a light
dome invisible and then we'll pipe the
constant into the BG of the very back
row so now you can see that we have a
background that is yellow but the
lighting of the object is from our vray
light down so if we wanted to not have a
vir a light dome or just have the yellow
background contribute to the entire
scene we could disconnect the very light
dome and now you can see that the yellow
is doing a constant illumination like an
ambient light is for the entire scene
and we can change this to not be the
background we can change it to be there
just be the reflection we see the
reflection in the glossy materials but
it doesn't contribute to the background
or to the lighting so now let's check
out how it can contribute to global
illumination so if i plug that in and
i'm not seeing any contribution what i
can do is go over here and make sure in
my v ray renderer that the global
illumination is checked so now we get to
see the yellow sort of bouncing in and
anywhere that the beer a light rekt is
not contributing we're getting filled in
with the yellow so let's also add a
different color constant make it red and
we'll pipe that into the reflection so
we have yellow global illumination we
have read reflection and then we can
have a background be our HDR so you can
start to do some really tricky things
with this node by changing the
reflection global illumination and
refraction as well as the background for
your final image so now let's take a
look at what you could do after you've
got a V ray renderer node you could pre
comp here we'll just go straight into
manipulating the channels
so for now I'm going to remove the
background and i'm going to add beer a
river aliment i'm going to add the
lighting and i'm going to duplicate that
and i'm going to add the global
elimination so now i can see that those
channels are now appearing global
illumination and lighting so in here i'm
going to create a shuffle node we're
going to go through two different ways
to do this so we'll start with lighting
and in the label i'm gonna say value in
and this is going to allow me to copy
paste this and have a nice little
lighting label there as well as turn on
the postage stamp so I can see what
layer that is visually so duplicate that
and let's change this to be a reflection
duplicate that and let's make that be
specular and then we'll add global
elimination cook sorry so we've got this
recess lighting reflection speculative
bubble and illumination and then to just
keep the super simple we're going to
merge these with a plus and we should
get if I didn't miss anything the same
look directly after the render the rate
renderer node to the same as the plus so
now let's do a little organization of
the scene
and then let's say for example I wanted
to reduce the reflection contribution so
I can stick a great note on there x 0.5
and you can see that that starts to go
away we can even dial that way down and
then the same thing with the global
elimination let's multiply that way down
so it's just contributing a little bit
so how many channels you break out and
the complexity of your rebuild can vary
depending on your scene and what you're
used to getting from the lighting
department one other via a render
element I wanted to cover was the v-ray
extra text and will change that will
pipe that into our scene so we can take
a look at our extra text layer and then
what's cool about this is we can pass
along mats and make as many of these as
we want to name them whatever you want
so I'm going to call it create a vray
dirt and again these are some of these
are available in the v-ray textures
material dirt for now ptex text bit Matt
etc a sampler info so with this one I'm
going to change the radius to 100 and
pipe that in as my texture and you can
see we're starting to get some cool
shading going on here this is not
affecting the RGBA beauty but it is
giving us an extra channel that we can
manipulate later or uses a matte so a
common thing that I need as a compositor
is a v-ray for now that gives us really
cool pass I will invert the colors so we
can see it clearer but that can give me
a nice way to fall off things on the
side of objects
you can change what kind of reflection
refraction for now properties with with
the index of refraction so you can start
to see some of the uses we can create
with the extra text node so let's say
we've got a scene we like and we want to
pre comp it or render it out for other
other use so we'll create a write node
and the thing we want to do about this
is make sure we change the channels to
all
and these are ones i've already made so
i'll make a new one called sphere Zack
so now we've got that I can actually
render that out I'll just run her one
frame for now and then we create a right
node and we can check out all the layers
we have still in there just the same as
we had now if you forget to change the
all you will end up with an image that
is just RGB and you won't be able to do
this channel shuffling which I'll just
hook up for now so we can see that and
you can see I've manipulated the
reflection and global illumination
layers and then the final thing is once
we're happy with our initial settings
render we can come into the v-ray
renderer and turn on anti-aliasing and
then we can start to increase this so we
can start to get rid of noise and
increase the render quality by adjusting
these values so in this video series
we've covered everything from geometry
nodes to materials material blends bump
map wrappers apply materials to specific
geometry lighting rendering render
elements shuffling and compositing a
complete end-to-end solution for image
creation within v-ray for nuke thanks
for watching