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Tutorials – Free VRay Material Library | Download Free VRay Materials http://www.vraymaterials.co.uk Your number 1 Free VRay material library for 3Ds Max & Maya Tue, 13 Dec 2016 14:52:48 +0000 en-US hourly 1 https://wordpress.org/?v=5.8.2 Realistic Grass in Maya using Vray Fur http://www.vraymaterials.co.uk/tutorials/realistic-grass-maya-using-vray-fur/ http://www.vraymaterials.co.uk/tutorials/realistic-grass-maya-using-vray-fur/#respond Fri, 21 Aug 2015 13:53:11 +0000 http://www.vraymaterials.co.uk/?p=1792

Here’s a great tutorial detailing how to create realistic looking grass in Maya using Vray.

Recorded by Arvid Schneider, this tutorial is easy to follow and shows you in detail how to utilise Chaos Groups’s Vray render plugin and it’s Vray fur within Maya to create and animate realistic grass.

Also this tutorial runs through a detailed insight in how to user Linear Workflow (LWF) within Maya to create and realistically light scenes, showing you lighting and shading settings along with render settings.

Credit for this great video tutorial goes to Arvid Schneider – www.arvidschneider.com

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Making of GT3 Race Scene – Includes Free Materials http://www.vraymaterials.co.uk/tutorials/making-of-gt3-race-scene/ http://www.vraymaterials.co.uk/tutorials/making-of-gt3-race-scene/#comments Wed, 15 Jul 2015 13:43:24 +0000 http://www.vraymaterials.co.uk/?p=1660

VRay GT3 Making of Scene Final Render

GT3 Race Scene Vray & 3Ds Max

This scene showcases two of our favourite cars in their full GT3 race spec, The BMW Z4 & BMW E92. Below we will run through our process of lighting, and texturing the full scene and we’ll also throw in Free Vray materials for you to download and use in your own scenes.

All images below can be clicked on to be enlarged.

First up here we have our Wireframe Render
GT3 Race Scene Vray Wireframe Render

Here’s an overview of our whole scene in 3Ds Max
Screens - Scene Overview

An external overview of our scene showing our simple lighting setup
GT3 Vray External Scene Overview

Scene Materials Used

Our road asphalt Vray material is quite a complex one, although only using two texture maps (Both available to download for free at the bottom of this tutorial.)
We have used a composite material so we can overlay tyre marks onto the road. This allows us to tweak the asphalt material as much as we like without affecting our tyre marks. We used the dirt texture map to generate puddle reflections in the scene, with our asphalt texture serving as a base for our track.
Race Track Asphalt Vray Material Settings

Our Asphalt Texture Map
Asphalt Texture Map

Our Dirt Texture Map
Dirt Texture Map

For our Kerbing we did create a bespoke UV texture map which doubled up as both our diffuse and bump map.
Race Track Kerb Vray Material

Our bespoke Kerb UV Map
Race Track Kerb Texture Map

Our concrete walls consisted of a single texture map once more, with another material to overlay the sponsor graphic on each concrete block.
Concrete Vray Material Settings

The concrete texture map
VRay Concrete Texture Map

Our metal fencing was created using a bent plane along with a UV mapped opacity map.
Mesh Fence Vray Material Settings

Our metal fence opacity map
Fence Mesh Opacity Texture Map

Moving onto our car models, see below the textured models for both BMW’s. Both cars had their own custom UV map unwrapped.
BMW Z4 3D Model + BMW 3 Series 3D Model

The car paint material uses the custom UV mapped livery along with a slight speckle reflection map.
Vray Car Livery Material

Our tyres use both a diffuse and a normal bump map.
Tyre Vray Material Settings

The wheel rims also use a diffuse for the rims, and brake calipers, along with a normal bump map.
Wheel Rim Vray Material Settings

Our simple carbon fibre material includes a diffuse and bump map.
Carbon Fibre Vray Material Settings

Our carbon fibre texture map
Carbon Fibre Texture Map

Scene Lighting

Our main source of light for the scene comes from a HDRI map attached to a dome Vray material.
Realistic Vray HDRI Light Settings
The HDRI map itself can be found in Evermotion’s Archexterior Vol 17 which you can download from here.

We also use a Vray Sun & Sky to help define the lighting, reflections and shadows.
Realistic Vray Sun & Sky Settings

Camera Settings

We used a Vray Physical Camera to capture our scene.
Realistic Vray Physical Camera Settings

Post Production

Here is our beauty render straight from 3Ds Max.
GT3 Vray Scene RAW Beauty Render

This image shows our post production breakdown. We added a few passes to the RAW image to add effects including DOF, Particles, Light bloom & Glows and finished with a colour correction pass.
GT3 Vray Scene Post Production Breakdown

And here’s our final result.
VRay GT3 Making of Scene Final Render

We hope you found this project breakdown and run through helpful, and be sure to download the materials used in this project below.

Download Materials – Click on image below

Mesh Fence Vray Material FREE Download
Car Paint Vray Material FREE DownloadConcrete Wall Vray Material FREE DownloadAsphalt with Puddles Vray Material FREE Download

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Vray Material Basics Maya | Free VRay Tutorial http://www.vraymaterials.co.uk/tutorials/vray-material-basics-maya-tutorial/ http://www.vraymaterials.co.uk/tutorials/vray-material-basics-maya-tutorial/#comments Thu, 12 Feb 2015 20:45:48 +0000 http://www.vraymaterials.co.uk/?p=1513

Here is a great Vray tutorial which covers the basic Vray material settings available in Maya.
Recorded by Arvid Schneider, the Maya video tutorial goes in depth about Vray material properties and how to set up a realistic Vray lighting scene in Maya.

This video tutorial runs you through the process of creating your own bespoke Vray materials in Maya. Arvid show’s you how to change reflection and refraction properties, through to maximising bump and diffuse maps, and will run through possibly confusing elements such as the IOR amount and how to use Fresnel reflections.

Please leave your comments below after watching the tutorial and let us know your thoughts.

Credit for this great video tutorial goes to Arvid Schneider – www.arvidschneider.com

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Backsave 3Ds Max Materials .mat files to a lower version | Free Tutorial http://www.vraymaterials.co.uk/tutorials/backsave-3ds-max-materials/ http://www.vraymaterials.co.uk/tutorials/backsave-3ds-max-materials/#comments Sun, 27 Apr 2014 16:21:06 +0000 http://www.vraymaterials.co.uk/?p=865

Today we are going to share a great little script you can run in 3Ds Max 2014. This script allows you to backsave 3Ds Max material libraries (*.mat) files to a lower, older version of 3Ds Max. One of the great things about this script, apart from the awesomeness of being able to backsave a material library, is that it works with VRay material libraries as well.

You have to run this script in 3Ds Max 2014, but it allows you to save the material library into a 2013, 2012 & 2011 compatible version. You can find the download link for the script at the bottom of the page. Below is a run through on how to use the script.

How to backsave material libraries

This script works perfectly if you have created a *.mat file in 3Ds Max 2014, and you want to open it and use the material file in an older version of Autodesk’s 3D modelling software.

1 To start, open up 3Ds Max 2014 and run this script.
2 Then load your material (*.mat) file into the script by pressing “•••” button.
3 Pick your desired version of 3Ds Max from the drop down list (the default is 2012).
4 Once ready, you can press the “Save File As Version” button. This script will then create an empty *.max file with same name as material library file your converting, and it will place it in the same directory as the material library.
5 Then open up the previously saved *.max file (in your chosen 3Ds Max version) and run the script again.
6 Now by pressing the “Save MatLib File For This Version” button, you will create the new *.mat file with the suffix of the current Max version and once again it’ll place it in the same directory where is original file.

Backsave 3Ds Max matlib

We hope this script proves useful, and can save on the frustrating scenario of opening a material library just to get the message, not supported.

Download the script here.

Credit for this great script goes to Branko Živković.

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How to Save Custom VRay Material Library in 3Ds Max | Free 3Ds Max Tutorial http://www.vraymaterials.co.uk/tutorials/how-to-save-custom-vray-material-library-3ds-max-tutorial/ http://www.vraymaterials.co.uk/tutorials/how-to-save-custom-vray-material-library-3ds-max-tutorial/#comments Sun, 23 Mar 2014 16:49:21 +0000 http://www.vraymaterials.co.uk/?p=576

This tutorial is quite a short one but will run through a few fundamental techniques and practices. These techniques will allow you to transfer your favourite custom VRay Materials between scenes. Also it’ll allow you to build your own custom material library in 3Ds Max.

We will run through how to save and open your own material library in all your scenes, which will speed up your process when opposed to creating a material from scratch in each new scene you create.

Custom material libraries allow for textures to stay linked to the material you have created without re-linking textures which can be a real pain. To make sure your best textures stay linked to your VRay Material library it’s best practice to keep the textures in the same folder as your materials. This allows you to quickly link the VRay material with the textures even if you transfer computer.

To start
Create your 3Ds Max Material or VRay Material to the point where your happy to save. See our VRay leather material below, we have created this by using a few high quality textures. Download Our Leather VRay material.


If it isn’t already, open the Material Editor.
Click the ‘Get Material’ button.


With the material/map browser open, click the options button, then ‘New Material Library’.


Then back to the material editor, with your material selected, click ‘Put to material library’. Select your newly created library. You will then be prompted to rename the material if you wish. Once completed click OK.


Over into the Material/Map Browser, Locate your new material library and right click it. This will allow you to save the whole material library. Click save as, locate your desired file location, name your full material library and save.


Your material library is now saved including all links to textures. You can then load this material library up in any scene and simply apply it to your 3D Objects.

Opening a Material Library
To open a saved material library, click the get material button we used earlier. Then from the options within the material/map browser you can select the option ‘Open material library’. Click this and locate your newly saved material library, double click to open it.

If you do plan to move the material library to another computer or user then you will have to copy the textures across with it or the material wont be able to locate the textures used. This is why at the beginning I mentioned it’s good practice to save the material and the textures together. It makes for easy transport and location in future work.

Although short we hope this save 3Ds Max material library tutorial proves to be useful and provides a helpful piece of 3Ds Max knowledge, allowing you to concentrate more on creating stunning 3D scenes and renders rather than re-creating your favourite 3Ds Max material over and over again.

Please do not copy this tutorial on your own site, however we are happy for you to share it and link back here to its original source. 🙂

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Convert VRay 3Ds Max material into Maya | Free Tutorial http://www.vraymaterials.co.uk/tutorials/convert-vray-3ds-max-material-maya-free-tutorial/ http://www.vraymaterials.co.uk/tutorials/convert-vray-3ds-max-material-maya-free-tutorial/#comments Mon, 10 Feb 2014 17:40:53 +0000 http://www.vraymaterials.co.uk/?p=421

Below we’ll show you how you can convert VRay materials from 3Ds Max into Maya in only a couple of minutes. Which means for all you Maya users that you can download any material on this website, no matter whether it was constructed in 3Ds Max or Maya and use it.
Rather than trying to re-build and match the material properties in Maya this method transfers the exact 3Ds Max V-Ray material into Maya as it was built with all parameters in tact, and ready to go.

We’re using 3Ds Max 2013 with V-Ray 2.4 and Maya 2013 with V-Ray 2.4.

Let’s Start

First of all open a blank scene in 3Ds Max, assign the V-Ray renderer and then open up your material editor (Press M). Use the ‘Get material’ option to open up the material you wish to convert, use the top left arrow to open the chosen material library. Once you double click the chosen V-Ray material you need to apply it to any object within the scene. Highlight / Select the object and click ‘assign material’.

Now to start the Vray conversion process, which will take you less than 30 seconds!

Right click on the object and select the ‘.vrscene exporter’ tool. Then a pop up will, you guessed it… pop up which will require you to fill out a few options. The first option ‘Export’ is the location you want to export to. The ‘.vrscene’ option is the name of the file, and the ‘V-Ray path’ should be the same as the top ‘Export’ option.

Once you’ve filled out these options you can click export and your 3Ds Max journey is over.

Next step is to load up Maya, and assign V-Ray as your render engine once again.

Then from the top menu, selct ‘create -> V-Ray -> Import V-Ray material from file’.

Finally it is as simple as locating the file you exported from 3Ds Max and importing it. Once you select the file, a pop up will display the material which you exported earlier.

Double click the material and you are done.

You can use this technique to load any of our V-Ray 3Ds Max materials you have downloaded, and open them in Maya.

If you found this tutorial to be useful then feel free to leave a comment below or share this page. Thanks

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How to Create 3Ds Max Materials & VRay Material Settings Tutorial | Free VRay Tutorial http://www.vraymaterials.co.uk/tutorials/free-vray-tutorial-3ds-max-vray-material-tutorial/ http://www.vraymaterials.co.uk/tutorials/free-vray-tutorial-3ds-max-vray-material-tutorial/#comments Thu, 30 Jan 2014 20:36:01 +0000 http://www.vraymaterials.co.uk/?p=352

In this VRay material tutorial for 3Ds Max we will run through the VRayMtl material settings, the most commonly used material, and get a feel for what options affect the material in what ways. This run through tutorial only covers the VRayMtl which will prove to be the starting point for most VRay users. After this guide we will then start to look at the other material types VRay has to offer and how we can utilise them in our scenes.

Sand + Pebbles - Full

We will be using our example VRay material scene for this tutorial, which you can download from the sidebar on the right, if you wish to follow along.

Let’s get started and creative!

Advantages over standard material

VRayMtl is the standard material provided for VRay, which provides a better foundation for physical illumination along with a speed boost in your renders, opposed to the standard 3Ds Max material which will give you unrealistic and slow results.


The diffuse provides the base colour for an object, and is easily changed between a solid colour or a Bitmap.

VrayMtl Diffuse

VRayMtl Diffuse Setting


The roughness setting can help make a material look flatter or dustier. Below we have an example of a material with roughness at 0 and at 1.0.

VRayMtl Roughness


The reflection parameter, as the name says, alters the reflections on the material. The reflection colour alters not only the colour of the reflection, but the strength too – Black gives no reflection, while 100% white creates a 100% reflective material such as a mirror or chrome.

VRayMtl Reflection Setting

The reflection parameter also affects the strength of the diffuse, with stronger reflections weakening the colour. Reflection and diffuse always play off each other and the stronger the reflection, the weaker the diffuse and vice versa.

Below see an image with 0 reflection and 128 reflection.

VRayMtl Reflection

The Fresnel reflection option changes the way the reflections are portrayed, it allows the reflection to be dictated by the viewing angle, allowing the reflections to be stronger if the surface is more parallel to the camera. Its a rule of thumb that most real world objects feature Fresnel reflections, and the type of reflection depends on the Fresnel IOR (Index of Refraction). The examples below feature an IOR of 1.1 and 10.

VRayMtl Reflection Fresnel

The reflection glossiness changes how sharp the reflections on the object appear. This can really help define the type of material your going for, as metals and polished materials generally have very sharp reflections, while rougher materials such as concrete or brick have blurrier reflections. Here a value of 1 gives the sharpest reflection and 0 is blurred. Be sure to alter the Subdivs here to counteract noise, especially when including blurred reflections.

Below are two examples showing reflection glossiness of 0.2 and 0.9.

VRayMtl Reflection Glossiness


Refractions control how much light the VRay material lets through, and ultimatly how transparent the object becomes. This option comes into its own when used to create VRay water or glass.

VRayMtl Refraction Setting

Below we have examples with a refraction value of 50 and 200.

VRayMtl Refraction

The value of the Refraction IOR dictates how the light bends when entering and exiting the object and can help distinguish between say glass and liquid. Here is where you really should play about to slightly tweak the refraction effect. A few base IOR figures to work from are;

Water – 1.332
Glass – 1.517
Plastic – 1.46

Refraction glossiness works in a similar way to the Reflection glossiness and ultimately changes how sharp or blurry the refraction on an object is. Below we have examples of a refraction glossiness of 1.0 and of 0.6 which is great for frosted glass. Again just like the reflection glossiness setting remember to adjust the Subdivs when using blurry refractions to avoid noise.

VRayMtl Refraction Glossiness

Fog colour is great at simulating realistic refractions on objects that have a mixture of thick and thin areas, as it realistically adjusts the colour intensity on thicker objects as thick objects appear less transparent than thin objects.


Anistropy allows you to alter the shape and rotation of an objects reflections and highlights.


The opacity map does what it says and alters the opacity of the objects surface, with 100% white showing a non-opaque object whilst 100% black creates invisible areas on the object. This VRay material option comes in handy when rendering items such as leaves where you can mask out the area around the leaf to simulate the appearance of a leaf shape, without actually modelling the edge of the leaf.

Bump and Displace

Both the bump and displacement options allow you to alter the surface of an object without manually adjusting the model. The main difference between bump and displacement is that bump doesn’t alter the actually geometry of the object, it only simulates a deformation on the surface. The displacement map does alter the object’s geometry allowing for realistic looking deformation.

This provides a time effective method of rendering flooring, brickwork etc as you can apply a displacement map opposed to manually modelling the entire surface. The white/black values of the bump/displacement map affects how far in and out the objects surface is altered. A value of grey doesn’t alter the surface at all, whilst white pushes the surface out, and black pushes it in.

Below shows the difference between a bump map and a displacement map. As you can see the bump only alters the appearance of the surface, while displacement alters the objects geometry.

VRayMtl Bump

We hope that this VRay material tutorial will allow you to experiment and understand the basic of the VRayMtl. We will post more complex tutorials looking at other VRay material options such as the VRayBlendMtl and displacement maps in more detail.

Please do not copy this tutorial on your own site, however we are happy for you to share it and link back here to its original source. 🙂

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