What’s happening ladies and gentlemen,
this is Minh from Architecture Inspirations.
Today I’m going to show you How to create Realistic
Metallic Materials in Vray for Sketchup.
Let’s get started.
So in this video, I will cover two different workflows
for creating metallic materials.
The first one is the Specular or Standard Workflow
using the Generic material.
And the second one is the Metalness workflow
using the New Metallic Material in Vray Next.
First, I’m gonna go to Poliigon.com
and download a free metal material.
I will leave the links in the description box below
so you can download it
and follow along with the tutorial
I’m going to choose this material here.
If you click here,
you can see the two workflows I mentioned earlier:
Specular and Metalness
I will download both of these sets of maps
at 3K resolution.
After you have downloaded the maps,
you can look at the names of the files
to see what type of maps they are.
With a quick look at the maps,
you can see that the Metalness workflow
doesn’t include the Reflection and Glossiness map.
But instead, it includes the Metalness and Roughness map
Now let’s start with the Specular workflow
First, create a Generic material.
Now click here to open up the advanced parameters.
Then let’s start importing our maps.
If you are new to creating materials,
then watch this previous video,
where I explained the functions
of the basic texture maps.
Now, let’s load in the diffuse map
by clicking this button here and choose bitmap.
From there, just select your diffuse or color map.
Then I can use the paint bucket tool
and apply the material to our model.
The UV mapping is a little off, so to fix it,
I can just use one of these Vray UV Tools here.
Now I’m going to use the Interactive render button
to test render it.
As you can see,
it does not look anything like the Preview from the website
So let’s add another map,
we will add the Reflection map next
Similar to before, just click this button to add a bitmap,
and load in the Reflection map.
The reflection map is loaded,
but it still doesn’t look very good.
To fix it, click here to turn off Fresnel.
And boom, it looks better now
Next is glossiness.
When loading this map,
you need to change the Color Space
from Screen Space to Rendering Space
to have a more accurate material.
Before loading the Normal map,
I’m going to zoom in a bit so you can see it easier.
I’m also going to use the region render tool
to only render half of the image,
so we can compare the before and after.
Now let’s go down here to Bump and Normal mapping
and turn it on.
Then click here to load in the normal map.
This material came with 2 Normal maps,
a standard one and a 16-bit one
which is higher quality.
I’ll just use the standard one for now.
For the normal map,
you also need to change the Color Space
to Rendering Space (Linear).
And also, you need to change the Map Mode
from Bump Map to Normal Map
Remember that if you’re using the Interactive Render
when loading a new map,
sometimes you have to restart the render
to make it look correct
Now you can start to see some details on the material.
You can also change the intensity here if needed.
This is probably too much, so I will change it back to 1.
Finally, let’s go down here
and load in the displacement map.
There are also two Displacement maps,
I’ll load in the standard one.
I’m going to restart the render to make it show up correctly.
As you can see, the low quality displacement map
shows some errors on the material.
So I’ll reload the map
and use the higher quality, 16-bit map instead.
There we go, that looks a lot better now.
Then I can start adjusting the intensity
of the displacement if needed.
I’m going to zoom back out,
and change the displacement to 10
so you guys can see the effect of the map.
That’s too much so I’ll change it to 0.5
for a more subtle effect
Here’s another cool trick:
I want this material to be more glossy,
so I’m going to go to my glossiness map,
right click it, and choose Wrap-In,
then choose one of the two new curves material.
I’ll use the Spline curve.
Now I can adjust the material right inside of Vray
and make the glossiness map brighter,
so that the material is more reflective.
There we go, pretty cool huh?
And that’s how you create metallic materials
using the Specular Workflow
Now let’s jump into the Metalness Workflow.
First, create a Metallic Material,
note that this is only available for Vray Next
Then let’s load in the maps.
First is the Color Map.
I will navigate to the Metalness folder
and load in the Color Map.
I’ll also apply it to my sphere
and adjust the UV texture just like before.
Next is Metalness map,
which replaces the Reflection map
from the Specular Workflow.
This map uses the Linear Workflow
so you need to change the Color Space to Linear.
Then there is the Roughness map.
When importing this map,
you also need to change the Color Space
to Rendering Space (Linear)
Again, sometimes you need to restart the render
to have it show up correctly.
Finally it’s the Normal and Displacement maps,
which are the same as the previous workflow,
so I will load them into this material just like before.
Again, I can also go back and adjust any maps I like
using the Wrap-In feature.
I’ll use the Bezier Curve this time.
Since the roughness map
is basically the invert of the glossiness map,
I will need to make this map darker,
to make the material more glossy.
And there we go,
that’s how you create realistic metallic materials
in Vray for Sketchup.
If you want to learn more about the metalness
or PBR workflow
then check out this post on Chaosgroup’s website .
Also, I've created a library of materials
for my members on Patreon.
This library includes some useful metal materials.
Each material includes a vrmat file
so just download it and load it into your model
and it's ready to use.
These are at 4K resolution
but you can get the 1K version for Free on my website.
But if you're interested in getting the high quality
materials then check out my patreon
And that's all for today guys.
Leave a like if you enjoyed the video,
comment below if you have any questions.
Stay inspired guys, and I will see you,
next time