Category: Tutorials
Final result preview

Step 1
Make sure you are using Vray as your render engine. Once you learn the technique, you can do it in other render engines as well. Open Material editor. apply VRayMtl to one of the free sample slots. Name it as you wish. I chose Aged Metal.

Step 2
Change the Diffuse Color to black. The reflection of the color depends to the type of the metal that we are creating. If you want an old copper color, then choose a brownish color, or if you want a silver metal then light gray could be a good choice. Because it is an old metal material, we need to decrease its shininess by reducing Refl glossiness to 0.7. Make sureFresnel reflections is turn on, and change Fresnel IOR to 15. Note that if it was a polished metal, we could use 20 in Fresnel IOR.

Step 3
One of the characteristics of an aged metal is that the inner parts are darker than the outer parts. We will use VRayDirtmap to create this effect. Setting up the right VRayDirt is little tricky and sometimes needs to take several render test to find the best values. Here I am going to use another way to find the best parameters for my model. Instead of applying VRayDirt to reflection color, I am going to apply it to Diffuse map. set it up and at end, copy this map on reflection map slot. So temporarily change Reflect color to black. Canceling reflection will help to have faster render test. Apply VRayDirt map to Diffuse map slot.

Step 4
In VRayDirt Parameters, Change occluded color to red and unoccluded color to green. Make a render test. Now you can clearly see the effect of VRayDirt map.

Step 5
Reduce radius to 1. Render again. Now red color is mostly in inner parts. You can try different values according to your model.

Step 6
Change occluded color to black and unoccluded color to your metal color. In my case I change to copper color. Increase subdivs to 16 to have better quality.

Step 7
Let’s go back to VRayMtl and replace VRayDirt from Diffuse slot to Reflect slot.

Step 8
There is one more thing that you can do to increase darkness in inner areas. Right click on the Reflect map slot and choose Copy. We are going to copy this map inside VRayDirt map itself.

Step 9
Go to VRayDirt map parameters. At the bottom, find unoccluded color map slot. Right click and choose Paste. Render again.

Step 10
This is nested VRayDirt map. You can continue to get darker effect. In the below photo, I compared a 2times nested VRayDirt with a 4 times nested VRayDirt map.

BlobMesh Compound Object

In the 3D industry, the general term for spheres that operate in this way is metaballs. The BlobMesh compound object generates metaballs based on specified objects in the scene, and the metaballs, in turn, form a mesh result called a blobmesh. A blobmesh is ideal for simulating thick liquids and soft substances that move and flow when animated.
When you associate an object or particle system with the BlobMesh compound object, the metaballs are placed and sized differently depending on the object used to generate them:
- For geometry and shapes, a metaball is placed at each vertex, and the size of each metaball is determined by the size of the original BlobMesh object. Soft selection can be used to vary the sizes of the metaballs.
- For particles, a metaball is placed at each particle, and the size of each metaball is determined by the size of the particle on which it’s based.
- For helpers, a metaball is placed at the pivot point, and the size of the metaball is determined by the original BlobMesh object.
Procedures
To create a blobmesh from geometry or helpers:
- Create one or more geometry or helper objects. If the scene requires animation, animate the objects as desired.
- Click BlobMesh, and click anywhere on the screen to create the initial metaball.
- Go to the Modify panel.
- In the Blob Objects group, click Add. Select the objects you wish to use to create metaballs. A metaball appears at each vertex of each selected object, or at the centers of helper objects.
- In the Parameters rollout, set the Size parameter as necessary to cause the metaballs to connect.
To create a blobmesh with soft selection on geometry:
- Create a geometry object, and convert it to an Editable Mesh or Editable Poly.
- Apply a Mesh Select modifier to the object, and select some of the vertices on the object.
- In the Soft Selection rollout, turn on Use Soft Selection. Set the Falloff value as desired.
- Apply a Turn to Mesh or Turn to Poly modifier to the object.
This will retain the soft selection and pass it up the stack regardless of whether you exit the sub-object mode.
- On the
Create panel, with
(Geometry) active, choose Compound Objects from the drop-down list. On the Object Type rollout, turn on BlobMesh. Click anywhere in a viewport to create the initial metaball. - Go to the
Modify panel. - In the Blob Objects group, click Add. Select the Editable Mesh or Editable Poly object.
A metaball appears at each vertex of the selected object.
- In the Parameters rollout, turn on Use Soft Selection.
Metaballs are limited to those vertices that are affected by the soft selection.
- Set the Size and Min. Size parameters to set the sizes of the metaballs.
To create a blobmesh with soft selection on a spline:
- Create the spline, and convert it to an Editable Spline.
- In the Rendering rollout, turn on both Enable In Renderer and Enable In Viewport.
- Apply a Mesh Select modifier, and select the appropriate vertices for soft selection.
- In the Soft Selection rollout, turn on Use Soft Selection. Set the Falloff value as desired.
- Apply a Turn to Mesh or Turn to Poly modifier to the object.
This will retain the soft selection and pass it up the stack regardless of whether you exit the sub-object mode.
- On the
Create panel, with
(Geometry) active, choose Compound Objects from the drop-down list. On the Object Type rollout, turn on BlobMesh. Click anywhere in a viewport to create the initial metaball. - Go to the
Modify panel. - In the Blob Objects group, click Add. Select the Editable Spline.
A metaball appears at each vertex of the selected object.
- In the Parameters rollout, turn on Use Soft Selection.
Metaballs are limited to those vertices that are affected by the soft selection.
- Set the Size and Min. Size parameters to set the sizes of the metaballs.
To create a blobmesh from a particle system:
When you use BlobMesh with a particle system, a metaball is created at each particle’s location. The size of the metaball is determined by the size of the particle.
- Create a particle system, and set up its parameters to animate the particles.
- On the
Create panel, with
(Geometry) active, choose Compound Objects from the drop-down list. On the Object Type rollout, turn on BlobMesh. Click anywhere in a viewport to create the initial metaball. - Go to the
Modify panel. - In the Blob Objects group, click Add. Select the particle system. A metaball appears at each particle in the system.
- If you have added a Particle Flow system to the blobmesh and you want to create metaballs only for particles in specific events, click Add on the Particle Flow Parameters rollout to choose the events from a list.
Tip: If you need to prevent the particles from rendering, do not hide them as this can prevent the blobmesh from generating correctly. Instead, turn off the particle system’s Renderable option on the Object Properties dialog.
Interface
Parameters rollout

- Size
-
The radius of each metaball for objects other than particles. For particles, the size of each metaball is determined by the size of the particle, which is set by parameters in the particle system. Default=20.
Note: The apparent size of the metaballs is affected by the Tension value. When Tension is set to its lowest possible value, the radius of each metaball accurately reflects the Size setting. Higher Tension values will tighten the surface, and make the metaballs smaller. - Tension
-
Determines how relaxed or tight the surface will be. A smaller value makes a looser surface. This value can range from 0.01 to 1.0. Default=1.0.
- Evaluation Coarseness
-
Sets the coarseness, or density, of the resulting blobmesh. When Relative Coarseness (see following) is off, the Render and Viewport values set the absolute height and width of blobmesh faces, and lower values create a smoother, denser mesh. When Relative Coarseness is on, the height and width of blobmesh faces is determined by the ratio of metaball size to this value. In this case, higher values create a denser mesh. Range (both)=0.001 to 1000.0. Render default=3.0, Viewport default =6.0.
The lower end of the range for both Coarseness settings is 0.001, which allows for high-resolution metaball geometry when Relative Coarseness is off. Using such low values can also cause lengthy calculation delays; if this happens and you wish to halt calculation, press Esc.
- Relative Coarseness
-
Determines how the coarseness values will be used. If this option is turned off, the Render Coarseness and View Coarseness values are absolute, where the height and width of each face on the blobmesh is always equal to the coarseness value. This means the faces on the blobmesh will retain a fixed size even if the metaballs change size. If this option is turned on, the size of each blobmesh face is based on the ratio of the metaball size to the coarseness, which will cause the blobmesh face size to change as the metaballs become larger or smaller. Default=Off.
- Large Data Optimization
-
This option provides an alternate method for calculating and displaying the blobmesh. This method is more efficient than the default method only when a large number of metaballs are present, such as 2,000 or more. Turn on this option only when using a particle system or other object that produces a large number of metaballs. Default=Off.
- Off in Viewport
-
Turns off the display of the blobmesh in viewports. The blobmesh will still appearing in renderings. Default=Off.
- Use Soft Selection
- If soft selection has been used on geometry you add to the blobmesh, turning on this option causes the soft selection to be used for the size and placement of metaballs. Metaballs are placed at selected vertices with the size set by the Size parameter. For vertices that lie within the falloff set on the geometry’s Soft Selection rollout, smaller metaballs are placed. For vertices outside the falloff, no metaballs are placed. This option has an effect only if the Vertex sub-object level for the geometry is still enabled, and Use Soft Selection on the geometry’s Soft Selection rollout is turned on. If Use Soft Selection is turned off either for the blobmesh for the geometry, metaballs are placed at all vertices on the geometry. Default=Off.
- Min Size Sets the minimum size for metaballs within the falloff when Use Soft Selection is turned on. Default=10.0.
Blob Objects group
- [objects list]
- Lists objects in the scene that are part of the blobmesh simulation.
- Pick
-
Allows you to pick objects or particle systems from the screen to add to the blobmesh.
- Add
-
Displays a selection dialog where you can select objects or particle systems to add to the blobmesh.
- Remove
-
Removes objects or particles from the blobmesh.
Particle Flow Parameters rollout

Use this rollout if you have added a Particle Flow system to the blobmesh, and want particles to generate metaballs only during specific events. Before you can specify events on this rollout, you must add the Particle Flow system to the blobmesh on the Parameters rollout.
- All Particle Flow Events
-
When turned on, all Particle Flow Events will generate metaballs. When turned off, only Particle Flow Events specified in the PFlow Events list will generate metaballs.
Particle Flow Events group
- [PFlow events list]
- Lists PFlow events that are part of the blobmesh simulation.
- Add
-
Displays a list of PFlow events in the scene so you can pick events to add to the PFlow Events list.
- Remove
-
Removes the selected event from the PFlow Events list.
Conform Compound Object
Conform is a compound object created by projecting the vertices of one object, called the Wrapper, onto the surface of another object, called the Wrap-To. There is also a space-warp version of this function; see Conform space warp.

Conform fits the road to the surface of the hills.
Because the space-warp version is somewhat easier to use, it’s a good idea to read that topic first, try the example, and then return here. This topic provides additional methods of projecting the wrapper vertices.
Procedures
Example: To create a Conform object:
- Position two objects, one of which will be the Wrapper, and the other the Wrap-To. (For this example, create a box as the Wrap-To object, and then create a larger sphere that completely surrounds it. The sphere will be the Wrapper.)
- Select the Wrapper object (the sphere), and on the
Create panel, with
(Geometry) active, choose Compound Objects from the drop-down list. On the Object Type rollout, turn on Conform.
Note: Both objects used in Conform must be either mesh objects or objects that can be converted to mesh objects. If the selected Wrapper object is invalid, the Conform button is unavailable. - Specify the method of vertex projection in the Vertex Projection Direction group. (Use Along Vertex Normals for this example.)
Note: If you were to choose Use Active Viewport, you would next activate whichever viewport looks in the direction that you want to project the vertices. For example, if the Wrapper hovered over a Wrap-To terrain on the home plane, you’d activate the Top viewport.
- Choose Reference, Copy, Move, or Instance to specify the type of cloning to perform on the Wrap-To object. (Choose Instance for this example.)
- Click Pick Wrap-To Object, and then click the object onto which to project the vertices. (You can press the H key and use the Pick Object dialog to select the box.)
The list windows display the two objects, and the compound object is created with the Wrapper object conforming to the Wrap-To object. (In the example, the sphere is wrapped into the shape of the box.)
- Use the various parameters and settings to alter the vertex projection direction, or adjust the vertices that are being projected.
To project a road onto terrain:
- Create the road and terrain objects.
Tip: You can quickly make a terrain by creating a patch grid and applying theNoise modifier to it. For the road, you can use a Loft compound object by lofting a rectangle along a curved line. Both objects must have a sufficient level of detail to conform smoothly.
- Orient both the road and the terrain so you are looking straight down at them in the Top viewport. Position the road so it’s completely above the terrain (higher on the world Z axis).
Note: For the conform projection to work correctly, the road should not extend beyond the boundaries of the terrain when viewed in the Top viewport.
- Select the road object.
- Click Conform.
- In the Pick Wrap-To Object rollout, make sure the Instance option is selected.
- Click Pick Wrap-To Object, and click the terrain.
An instance of the terrain object is created, with the same object color as the road.
- Activate the Top viewport. In the Parameters rollout
Vertex Projection Direction group, choose Use Active Viewport, and click Recalculate Projection. - In the Update group, turn on Hide Wrap-To Object.
This hides the instance of the terrain so you can clearly see the road projected onto it.
The Parameters rollout
Wrapper Parameters group
Standoff Distance value sets the number of units by which the road sits above the terrain along the world Z axis. - If necessary, adjust the Standoff Distance to raise or lower the road.
Interface
Pick Wrap-To Object rollout

- Object
-
Displays the name of the selected Wrap-To object.
- Pick Wrap-To Object
-
Click this button, and then select the object to which you want the current object to wrap.
- Reference/Copy/Move/Instance
-
This option lets you specify how the Wrap-To object is transferred to the Conform object. It can be transferred either as a reference, a copy, an instance, or it can be moved, in which case the original is not left behind.
Parameters rollout
Contains all parameters for the Conform object.
Objects group

Provides a list window and two edit fields that let you navigate the compound object and rename its components.
- [list window]
-
Lists the Wrapper and the Wrap-To objects. Click to select an object in the window so that you can access it in the Modifier stack.
- Wrapper Name
-
Lets you rename the wrapper object within the compound Conform object.
- Wrap-To Object Name
-
Lets you rename the Wrap-To object.
Vertex Projection Direction group

Choose one of these seven options to determine the projection of the vertices.
- Use Active Viewport
-
The vertices are projected away (inward) from the active viewport.
- Recalculate Projection
-
Recalculates the projection direction for the active viewport. Because the direction is initially assigned when you pick the Wrap-To object, if you want to change viewports after assignment, click this button to recalculate the direction based on the new active viewport.
- Use Any Object’s Z Axis
-
Lets you use the local Z axis of any object in the scene as a direction. Once an object is assigned, you can alter the direction of vertex projection by rotating the direction object.
- Pick Z-Axis Object
-
Click this button, and then click the object you want to use to indicate the direction of the projection source.
- Object
-
Displays the name of the direction object.
- Along Vertex Normals Projects the vertices of the Wrapper object inward along the reverse direction of its vertex normals. A vertex normal is a vector produced by averaging the normals of all faces attached to that vertex. If the Wrapper object encloses the Wrap-To object, the Wrapper takes on the form of the Wrap-To object.
- Towards Wrapper Center Projects the vertices toward the bounding center of the Wrapper object.
- Towards Wrapper Pivot Projects the vertices toward the original pivot center of the Wrapper object.
- Towards Wrap-To Center Projects the vertices toward the bounding center of the Wrap-To object.
- Towards the Wrap-To Pivot Projects the vertices toward the pivot center of the Wrap-To object.
Note: Towards Wrapper Pivot and Towards the Wrap-To Pivot operate on the position of the original pivot point of the object before the Conform object is created. Once you create the Conform object, it’s a new compound object with a single pivot point.Tip: You can animate the conforming effect by morphing between the compound object and a previously made copy of the original wrapper object. To do this, however, you must turn on Hide Wrap-To Object in the Update group so that the original object and the compound object have the same number of vertices. Using this technique, you can effectively morph between two objects with a different number of vertices.
Wrapper Parameters group

Provides controls that determine how far the vertices are projected.
- Default Projection Distance
-
The distance a vertex in the Wrapper object will move from its original location if it does not intersect the Wrap-To object.
- Standoff Distance
-
The distance maintained between the vertex of the Wrapper object and the surface of the Wrap-To object. For example, if you set Standoff Distance to 5, the vertices can be pushed no closer than 5 units from the surface of the Wrap-To object.
- Use Selected Vertices
-
When turned on, only the selected vertex sub-objects of the Wrapper object are pushed. When turned off, all vertices in the object are pushed, regardless of the Modifier stack selection. To access the Modifier stack of the Wrapper object, select the Wrapper object in the list window, open the Modifier stack, and select the base object name. At this point you can apply a Mesh Select modifier, for example, and select the vertices you want to affect.
Update group

The items in this group determine when the projection for the compound object is recalculated. Because complex compound objects can slow performance, you can use these options to avoid constant calculation.
- Always The object is updated constantly.
- When Rendering The object is recalculated only when the scene is rendered.
- Manually Activates the Update button for manual recalculation.
- Update
-
Recalculates the projection.
- Hide Wrap-To Object
-
When on, hides the Wrap-To object.
Display group
Determines whether the shape operands are displayed.
- Result Displays the result of the operation.
- Operands Displays the operands.
























































































































