Re: Testing the vray waters...
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.
Originally posted by pibuz
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.
Comment