Iray for Rhino Webinar: Working with materials now available online

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The latest Webinar for Iray for Rhino is available on Vimeo:

For all the questions that were asked after the webinar, we compiled them into a list that you can read below.

Q: Is it working with rhino 32 bit?
A: No, Iray for Rhino works with the 64 bit version only

Q: Can I simulate caustics?
A: Yes, open the Iray Settings window, go to the “Options” tab and enable “Improve Caustic quality”, or simply watch this video: https://www.youtube.com/watch?v=9NY-2B3WPKs

Q: Do suggest nvidia SLI technology or is it regarded oldfashion?
A: It is recommended to disable SLI for Iray rendering

Q: when the next seminar will be avaible?
A: The next Seminar will be held on April 11th 2017

Q: Where are the materials saved ?
A: Materials are saved in the Rhino file. However, user materials can be exported as MDL files in which case the user can choose a destination on the drive. We recommend using C:\Users%USERNAME%\Documents\mdl\user_materials

Q: How can i change the texture mapping of an object?
A: Texture maps can be applied whenever a parameter takes a constant color. Textures can be dragged from the windows explorer directly onto a color slot of a material. This can also be done with parameters of type float. In this case the texture lookup will be converted to grayscale first. Some materials are already set up with textures, in this case you will find a button to simply exchange the texture. UV mapping can be done using the Rhino UV mapping operations. Alternatively in the texture lookup of materials there is UI to change the tiling of a texturemap.

Q: How to get a .jpg render?
A: Go to the Iray toolbar, choose “Settings > Production Render” and under ‘Render to file’ select ‘jpg’ as output format. We recommend using lossless formats like .png though as your image quality won’t degrade.

Q: Is it possible to get your rules you have shown in your PPT-presentation, how to work with materials?
A: Sure, here they are:
• Materials do not reflect or absorb 100% of the incoming light.
• Never use pure black for diffuse materials. The max. ‘blackness’ for a material is about 1-2 %, which corresponds to RGB 4 4 4 (when using the 8 bit per component color dial).
• Extremely diffuse white material reflect to 70-80% of the incoming light, this corresponds to RGB value ranges 180 – 204
• Reflective materials also are not perfect, chrome for example reflects around 80% of the incoming light