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Testing the vray waters...

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  • #16
    Re: Testing the vray waters...

    Originally posted by pibuz
    ...And now: explain me how the hell you managed to clip those goddamned leaves!
    First, thank you Pibuz for the mini tut on using a specular map. That's very useful info. Especially for using those nice arroway textures.

    And now about getting 'clip maps'(=black and white image that clips parts of the diffuse texture)to work :

    I managed to make them work by 'accident'.
    As you know you can't add a transmitance map to the diffuse layer of a vraylinked mat.
    So there is NO option to be able to use SU texture position on those leaves.

    Instead I just made a Vraymat from scratch and added the coloured leaf bitmap in the diffuse slot and the B/W according clip map in the 'transmittance' slot next to it.

    I didn't change any uv-map settings (set to 'explicit'), applied the new vraymat to the leaf objects....and just tried to render it.
    In the resulting image, the scale of the leaves probably is wrong as well as the position of the leaves.
    But seen from a distance I can't see it's wrong...and apparently you guys can't either

    So did I get the clip map working? No, not exactly.
    Quite annoying not being able to use SU uv-settings automatically.

    Another thing that was really troublesome is that, at the moment I tried to apply the new material to the leaf object, I 'accidentally' seem to have assigned it to the tree component where the leaves are nested in.
    This resulted in all the subobjecs of that component to be 'leaf textured'.Suddenly the bark got rendered as leaves !.

    For the love of God, I don't know how to get that bark texture back on the bark again.
    I think the option that you can assign a vray material to objects/groups/components should be disabled.
    Instead the vraymaterials should be applied (and automatically linked) to SU materials .
    Assigning vraymats to objects (component/groups) makes everything very confusing and messes up the WYSIWYG way of working. There is no way to see visually which objects have which materials....

    I don't want to give up on vray (a lot of things have improved since the betas), but the lack of some logical philosophy behind material workflow is making it hard to implement Vray as primary renderer.






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    • #17
      Re: Testing the vray waters...

      As far as using specular maps for reflection here is my typical workflow...I feel it yields better results then just the map alone.

      1. Add reflection layer and open up the fresnel mapping.
      2. There should be an "m" next to the gray color...click it and map the image there
      -This will basically allow the reflection to vary from 0 (the other reflection value is still black) to the amount of the map. With out this the map will yield constant reflections everywhere and may look odd.

      3. (optional) You can add the same map to the little "m" next to the black color as well (this will set the minimum reflection values). Once you add the map to that slot change the texture multiplier to a value lower then one (something like .1 to .35 seams to work well).

      Below is a rundown of the 3 options. From left to right: Only image mapped as reflection, Image mapped in fresnel grey slot, Image mapped in fresnel gray slot and black slot@ .25
      Damien Alomar<br />Generally Cool Dude

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      • #18
        Re: Testing the vray waters...

        Originally posted by pibuz
        Hi biebel! Nice to see you in here too ;D ;D ;D!

        So, i see you want to use a reflectance map for your floor, and that's a big issue i always check in a new renderer, because i use them a lot!

        So, after a little play with Reflection maps i've come to this workflow:

        1_set you arroway texture in SU
        2_add a Vraylinked mat
        3_add a reflection layer
        4_click on M beside "reflection color"
        5_set bitmap in the rollout, instead of fresnel
        6_choose the arroway reflectance map. If you want, you may adjust the reflection glossiness
        7- DONE :P

        Quite simple, indeed... I'm going to post a test scene..


        And now: explain me how the hell you managed to clip those goddamned leaves!

        Hi, nice work, this was what let's getin' nearest to a transparent perforated metal.

        Well, I choose the Diamong_fency_mesh and it rendered fine, but do not get tranparent.

        What I miss?

        What kind of bitmap I my choose?
        Why it's not transparent?

        Thanks for further help, will be apreciative.

        See you,

        Pedro Torres.

        BTW-> This is What I got following you tip:

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