Hello,
I have been working on some VRay tests to replicate the Unity Shaders into VRay, most of this is working by using the vrayGLSLmtl.
However I am running into some issues when using the vr_trace function (to add reflections to the objects) combined with enabling caustics. The reflections work as expected, but when enabling the caustics in the global render settings the caustics are extremely bright.
When I disable the vr_trace function the caustics disappear, but the objects do not have any reflections(obviously). It appears that anything that has the vr_trace(even if the result from the function is not used) function on the shader will write very bright caustics to the caustics buffer(Render elements caustics showed me this). When I compare the caustics from the render elements to a normal vray material, with the same setup the caustics are alot more dim. Is there any control in the glsl side to tone down the caustics, or is this a bug?.
I can specify more info/screenshots if required.
Thanks.
I have been working on some VRay tests to replicate the Unity Shaders into VRay, most of this is working by using the vrayGLSLmtl.
However I am running into some issues when using the vr_trace function (to add reflections to the objects) combined with enabling caustics. The reflections work as expected, but when enabling the caustics in the global render settings the caustics are extremely bright.
When I disable the vr_trace function the caustics disappear, but the objects do not have any reflections(obviously). It appears that anything that has the vr_trace(even if the result from the function is not used) function on the shader will write very bright caustics to the caustics buffer(Render elements caustics showed me this). When I compare the caustics from the render elements to a normal vray material, with the same setup the caustics are alot more dim. Is there any control in the glsl side to tone down the caustics, or is this a bug?.
I can specify more info/screenshots if required.
Thanks.
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