How to create Vray Material


I am trying to recreate the material in white and grey from this image

I think in english is called “Cement Render”.

Is there a way to recreate the subtle irregularities from the real image?

I have been searching for Vismat materials, but did not found anything…maybe some of you know websites with vismat materials where I can search for it, or a technic so I can do the texture myself from a plain sketcuph color?

Ideas are welcome!
Thank you!!

Hi @idgi ,

Are you using V-ray 3.4? If so, check preset materials that V-ray provides: Concrete Materials

You can also check these websites for textures and V-ray materials: and

Check this website for vast amount of textures to create material the yourself:

“Bump map” parameter defines those kind of irregularities and make it look like ‘bumpy’ in render (not changing actual geometry).
Check this video tutorial: How to Create REALISTIC Materials

Thank you @filibis!

I am using Vray 2, so no preset materials here:frowning:

Already checked those websites, that is where I used to search for the textures, thanks anyway.
At the end I just used part of the image above as the texture, I did some modification with Photoshop and bump map with crazy bump…but I am sure the result could be better

I am also trying to do a brick wall, and I am getting a bit confused with the Bump map, maybe you can give me some light on this. I am using a Normal Map, so on the Bump Type I have selectet “Normal Map (Tangent space)”
As you can see in the image, it is about two faces that are perpendicular between them. The problem is that it looks like the Bump map is not readed the same on those two faces. brick wall

thank you!

Crazy bump might not give ‘good’ results everytime. Automatic creation of those maps from the texture might be faulty. Check this: How NOT To Make Normal Maps From Photos Or Images

Can you share the texture and its normal map you use? Check this for in depth information about normal maps: Normal map (Bump mapping)

Thank you again…will read in depth those two links.

Of coures, here the Texture and the normal map:(also created with crazy bump)
bricks-eng-02_NRM 2

I am not sure if uploading here you will get them right, so just in case, also a we transfer:

Another question…Do you know the difference betwenn the “Bump type” options? Should I be using a “Normal Map (Tangent Space)” in this case? I tryed all other Normal Map options, with any good result at all…The only way to get a “good” result, is to select on the “Bump Type” as “Bump”…but as far as I understand, that option means that my normal map is been read as a gray scale map, I am right??

I repeated the experiment with another more simple texture. It is almost a black and white texture with almost no highlights, so I am pretty sure the normal map that was created “should” be correct. Applaying the texture with the normal map on the bump section, with a “Normal map (Tangent Space)” type, the resulsts are even more exagerated than in the previous renders with the color texture:

bump tangent

texture and normal map:

Briefly normal map (RGB - blueish) is better than bump map (greyscale). Bump map only contains ‘height’ info. Normal map includes ‘angle’ info additionally, so results are more realistic. The difference become more significant in ‘realtime lighting’ environments (when day-night time or light intensity or camera position changes).

Normal Map (Tangent Space) type is widely used and suitable mostly. Check this for a brief comparison: Object space, world space and tangent space. There says:

Object space is the local 3D space of the object. Up is always up and left is always left. It is a uniform space that you understand really well because that is what the world is really like. Tangent space, on the other hand, is best thought of as surface space. In tangent space, up is always away from the surface (in other words, along the normal). Left, right, back and forward slide you along the surface.

Also check this for a detailed information and comparison: Normal vs. Displacement Mapping & Why Games Use Normals

Vray 3 Manual gives little info about bump types too.

You can easily distinguish them visually:

Another 2 good articles (first one a bit old but worth reading): Creating and Using Normal Maps and Tutorial 13 : Normal Mapping

Lastly, i’m not sure why tangent space acts weirdly in your case. Please test with these 3D scanned materials to check whether it’s a problem in your generated textures or not.

I will read all those articles…I have tryed those 3D scanned materials, and yes they seem to work properly with the option “tangent space”, so that would confirm that the problem is with the normal maps that I generated with crazy bump…

Thank you very much for your help!

It looks like I am getting the same weird results with those materials, at first look and with low intensity of the effect I thought it was correct, but I tryed again with more intensity and this is the result:

Bump: Normal map (tangent space) 2

Bump: Normal Map (tangent space) 20:

The light is hitting both sides with the same intensity and direction, but the bump effect is doing ok on the right side, and on the left side is putting the shadows upside down(as if the light comes from below)

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