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Neat. I got it working with physical camera and points lights with inverse square decay without burning.
I can't wait to use this in a real project. And I really hope that I can start using SR1 soon so I can put the lights in components so I don't have to edit all light induvidually.
Please mention what V-Ray and SketchUp version you are using when posting questions.
I tried it with a road scene. http://asgvis.com/index.php?option=c...0&topic=4778.0
Lit with an HDRI with low multiplier, and then the lightpost component. It was so easy to make adjustments like that.
I expect that rectangular light works as well.
Please mention what V-Ray and SketchUp version you are using when posting questions.
Ok i dont know if something is wrong with my vray but I cant get this to work at all. Every time i map the filter onto the transparancy M in the diffuse, it does not stay. I apply it then click on another material or I click to render the scene and then I click back on the light map and it is reset and the transparency map is not there. It resets itself every time....am I doing something wrong? This is driving me crazy.
Yeah as soon as you get a chance, that would be much appreciated. Maybe private message me if you can to let me know. And if anyone else can post it, that would be helpful and save some time. Thanks
Thank you 40th. Its actually kind of funny, it was not the file that was problem, it was me (Suprise suprise). But wat I have been doing is importing the actual texture of the map into vray as a linked material (after I found the name of it throught the enitity info) and then I applied the transparency map to that texture. I guess that is why it kept reseting on me. So what I ended up doing to get it to work, is I just used any default material and applied the transparency map and then applied the texture in SU. That seemed to work for me. Has this ever happened to anyone else?
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