Okay, I have a strange problem that I have a work around for, but I don't know if there is a more elegant way to approach this problem. So here it goes.
All of the exterior renders that I do, use a skydome (Squashed sphere with the bottom sliced off, normals flipped to the interior, image mapped accordingly). With standard Max lights, using a light dome I didn't have this problem. Now that I am updating some of these scenes using VRay I have encountered this problem. The skydome seems to be blocking the skylight of VRay. Is there a way to have the skydome NOT included in the GI calculations but STILL be used for reflections?
My current solution is to turn off Receive Reflections/Refractions on the objects properties. Render out an IR map, and then reenable Recieve Reflections/Refractions and render using the save IR map. This does an okay job and is pretty painless. The only problem with this is that my render times go up dramatically when I start adding reflective objects in my scene. It is as it has to recalculate the GI when it gets to a car or large areas of glass.
Does this make sense? If anyone could help point me in the right direction I would really appreciate this! I am trying to refrain from rendering seperate passes and comping them in later due to the short period of turn around time that I have to get these exteriors done. Any and all help would be greatly appreciated. Thanks all!!
~Troy
All of the exterior renders that I do, use a skydome (Squashed sphere with the bottom sliced off, normals flipped to the interior, image mapped accordingly). With standard Max lights, using a light dome I didn't have this problem. Now that I am updating some of these scenes using VRay I have encountered this problem. The skydome seems to be blocking the skylight of VRay. Is there a way to have the skydome NOT included in the GI calculations but STILL be used for reflections?
My current solution is to turn off Receive Reflections/Refractions on the objects properties. Render out an IR map, and then reenable Recieve Reflections/Refractions and render using the save IR map. This does an okay job and is pretty painless. The only problem with this is that my render times go up dramatically when I start adding reflective objects in my scene. It is as it has to recalculate the GI when it gets to a car or large areas of glass.
Does this make sense? If anyone could help point me in the right direction I would really appreciate this! I am trying to refrain from rendering seperate passes and comping them in later due to the short period of turn around time that I have to get these exteriors done. Any and all help would be greatly appreciated. Thanks all!!
~Troy
Comment