

I wanted the paths to be trodden on where it makes sense - again, this adds a lot to the realism. The grass is divided into several Forest Pack objects. I used Forest Pack to distribute grass, tall grass and shrubs around the scene. For the night scene, I added a layer of droplets to the material instead of dirt. I tried to create the whole material procedurally due to quick changes and modifications, which is possible with the availability of many different maps in 3ds Max and V-Ray options. Thanks to the Perpendicular/Parallel, World Z-Axis and Mix Curve settings, the dirt appears mainly on the roof of the greenhouse and only partially on the sides. For this material, I used the dirt texture as a mask in VRayBlend, which I further masked using a Falloff map. It has only partial reflection and transparency, but I suppressed its intensity to get the desired effect. The second V-Ray material is basically the same, only with a modified texture in Anisotropy Rotation for a more realistic look.įinally, the third V-Ray material simulates dirt. This breaks an otherwise perfectly straight reflection from the sun. But the most important thing is to use a black and white texture in Anisotropy Rotation and set Anisotropy to 0.7. The base material is the most transparent and reflective with a fine-line texture in the reflection and bump. To achieve the right look, I used VRayBlend material with three V-Ray materials.
