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How to Use V-Ray Power Shader for 3ds Max
V-Ray Power Shader is a versatile and powerful material that can create realistic and stylized effects for your 3D scenes. It allows you to load and render OSL shaders, which are custom scripts that define the appearance of surfaces, lights, volumes, and more. You can use V-Ray Power Shader to create complex materials such as metals, fabrics, wood, skin, and even toon effects.
In this article, you will learn how to download and install V-Ray Power Shader for 3ds Max, how to load and edit OSL shaders, and how to use some of the built-in features of V-Ray Power Shader such as coordinates, noise, clamping, and viewport color.
Download and Install V-Ray Power Shader for 3ds Max
V-Ray Power Shader is included in the latest version of V-Ray for 3ds Max, which is a production-proven rendering software that can handle any type of project. You can download a free 30-day trial of V-Ray for 3ds Max from the official website of Chaos, the developer of V-Ray. You will need to register an account and provide some basic information to access the download link.
Once you have downloaded the installer, run it and follow the instructions to install V-Ray for 3ds Max on your computer. You will need to have 3ds Max installed as well. After the installation is complete, you can launch 3ds Max and activate your trial license of V-Ray.
Load and Edit OSL Shaders
V-Ray Power Shader is a material that can be found in the Material/Map Browser under Materials > V-Ray > VRayOSLMtl. To use it, you need to load an OSL shader file (.osl or .oso) that contains the code for the shader. You can find many OSL shaders online or write your own using a text editor.
To load an OSL shader file, click on the Shader file button in the General rollout of VRayOSLMtl and browse to the location of the file. You can also use the context menu of the button to access some useful options such as Clear, Reset, Reload, Open Containing Folder, Open in External Editor, Open in Quick Shader, Copy File Path, Copy Folder Path, and Recent Files.
Once you have loaded an OSL shader file, you will see its parameters in the Parameters rollout of VRayOSLMtl. You can adjust these parameters to change the appearance of the shader. For example, you can change the color, texture, roughness, bump, opacity, etc. of the shader. You can also use other V-Ray maps or textures as inputs for some of the parameters.
Use V-Ray Power Shader Features
V-Ray Power Shader has some additional features that can enhance your rendering results. Here are some of them:
Coordinates and Noise â These are standard 3ds Max texture rollouts that control how the shader is mapped onto the surface and how it reacts to noise. You can use different coordinate systems such as UVW Mapping or Triplanar Mapping to adjust the alignment and scale of the shader. You can also add noise effects such as Fractal or Turbulence to create variations and details in the shader.
Closure output â This parameter specifies the closure color source for the material's output. The default value is Ci , which is the built-in output closure color parameter of OSL shaders. You can change this value if your OSL shader has a different closure color output parameter.
Max ray depth â This parameter specifies the maximum reflection/refraction depth for the shader. This can affect how reflective or transparent materials appear in your scene.
Show preview â This parameter determines whether to render a shader preview in the 3ds Max Material Editor. This can help you see how your shader looks before applying it to your scene objects.
Clamp shader result â This parameter determines whether to force the result into the [0, clamping limit ] range. This can prevent artifacts or errors caused by extreme values in your shader.
Viewport color â This parameter specifies the diffuse component of the material used in viewport shading. This can help you identify your material in the viewport.
Wrap texture coordinates â This parameter automatically wraps the texture coordinates for the OSL shader, passing only values in the [0.0, 1.0] range. This can prevent seams or distortions in your shader.