How to Use Sigershaders V Ray Material Presets Pro 2.5.16 for Creating Mythological Scenes
Sigershaders V Ray Material Presets Pro 2.5.16 is a powerful plugin for Autodesk 3ds Max that provides a collection of pre-built materials for V-Ray rendering engine. It includes shaders for metal, ceramic, leather, stone, mosaic, concrete, carpaint, liquid, wall, glass, parquet, wood, gemstone, cloth and plastic[^2^]. These materials can be used to create realistic and stunning scenes for various purposes, such as architectural visualization, animation, game design and more.
One of the possible applications of Sigershaders V Ray Material Presets Pro 2.5.16 is to create mythological scenes inspired by ancient cultures and legends. Mythology is a body of stories that explain the origin and nature of the world, the gods, the heroes and the rituals of different civilizations[^5^]. Mythology can be a source of imaginative and appealing ideas for artists and storytellers who want to explore themes such as heroism, fate, love, war, magic and mystery.
In this article, we will show you how to use Sigershaders V Ray Material Presets Pro 2.5.16 to create a mythological scene based on Norse mythology. Norse mythology is the collective name for the myths of the Scandinavian people who inhabited northern Europe from the 8th to the 11th centuries CE. Norse mythology features gods such as Odin, Thor, Loki and Freya; creatures such as giants, dwarves, elves and dragons; and places such as Asgard, Midgard and Helheim[^7^]. We will use some of these elements to create a scene that depicts a dragon guarding a treasure in a cave.
Step 1: Setting up the scene
The first step is to set up the basic elements of the scene: the camera, the lights and the background. We will use a standard camera with a focal length of 35 mm and a target distance of 1000 mm. We will place the camera at a height of 500 mm and an angle of 45 degrees from the ground plane. We will use two V-Ray lights: one directional light to simulate the sun and one omni light to simulate the ambient light inside the cave. We will set the directional light to have a warm yellow color and a multiplier of 0.8. We will set the omni light to have a cool blue color and a multiplier of 0.2. We will place the omni light near the entrance of the cave. We will use a V-Ray physical sky as the environment map to create a realistic sky background.
Step 2: Creating the cave
The next step is to create the cave where the dragon lives. We will use a simple box with dimensions of 2000 x 2000 x 1000 mm as the base of the cave. We will convert it to an editable poly and use various tools such as extrude, bevel, inset and chamfer to create some irregularities on the surface of the box. We will also use some noise modifiers to add some bumps and dents to the box. We will then apply a Sigershaders material preset for stone wall to the box. We will choose one of the presets from the Wall category that has a dark gray color and a rough texture[^1^]. We will adjust some parameters such as diffuse color, reflection glossiness and bump amount to suit our needs.
Step 3: Creating the dragon
The third step is to create the dragon that guards the treasure in the cave. We will use a free model of a dragon that we downloaded from TurboSquid.com[^4^]. We will import it into our scene and scale it down to fit inside our cave. We will then apply a Sigershaders material preset for metal carpaint to the dragon's body. We will choose one of the presets from aa16f39245