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How to "Normalize" a texture in maya and vray??
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Hello Vlado,
Thanks for your reply. Here are the rarred files both ma and mental ray and vray. Also the hdri content.
http://www.filesonic.com/file/399945...y_question.rar
It's about ~16 mb.
Thanks!
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Yes, but I'm somewhat at a loss about what you are trying to do - a shadow catching material? I noticed that in the mental ray scene you used a surfaceShader, but in the V-Ray scene you used a VRayMtl material.
In any case, the VRayMtl material will clamp the diffuse texture in the range black-white (since it tries to be physically accurate) and it looks like the multiplyDivide node is producing values > 1.0. We can probably remove the clamping for non-GI rays...
Best regards,
VladoLast edited by vlado; 28-11-2011, 01:43 PM.I only act like I know everything, Rogers.
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Hey Vlado, thanks a lot for your reply.
I am using a mia_material in the mental ray scene. Mental ray does not clamp diffuse values to 1, and Vray does, I know
its physical correct, but is there any way I can make vray not clamp it?
What I am trying to do is like have a surface shader but still capable of receiving shadows and/or any secondary illumination/occlusion.
How can I remove that clamping that vray does to the diffuse shading?
Thank you so much
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I know this hasn't been spoken about for a little while but I'm just running through my MYA214 class again, and thought I'd give class 2 a go with VR.
It now works
Under the lighting/shading drop down we have V-Ray baking options which seem to work correctly as the MR does. If you're following the class just ensure that your image format in the main render settings window is set to HDR.
I don't remember if these bake options were here on the previous vray 2 release but all good now
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