Doing some tests updating an older 3ds Max scene to something that's more fully compatible with Vantage (I've been using https://docs.chaosgroup.com/display/LAV/3ds+Max for reference, very helpful) but still had a few questions.
1) I think VrayBlendMtl only uses the base material, but I've been able to get good results converting it to a regular VrayMtl and just using a mix map. This is working very well for the Diffuse channel, but doesn't seem to work on the other channels like Bump? (just uses the fist map of the mix and ignores the mix amount).
2) The scene has geometry that uses VertexPaint shading and a VertexColor map to blend 2 materials which doesn't work. Again, good results using a mix map with the Vertex shading converted to a regular bitmap mix amount map, but am trying to use two UVW's on the geometry: map channel 1 for the mix map, map channel 2 for the geometry's texture. This doesn't seem to work? I guessing is just reading UVW map channel 1 and ignoring the other UVW set to channel 2.
3) More of a general question, but when using Live Link it works great as long as I have a VrayPhysicalCamera view active with the exposure set for the scene, but sometimes I want to jump over to a perspective view to pan around the model which defaults to Vantage's no exposure set and blows out the view with Vray sun and sky. Is there a way to set Vantage to a default exposure setting that it uses when no other camera views are active? My workflow almost always starts with dropping a VraySun & VraySky into the scene to get a basic lighting established, but makes Live Link kind of hard to use with no cameras in the scene since I'm constantly readjusting the exposure.
Thanks!
SJ
1) I think VrayBlendMtl only uses the base material, but I've been able to get good results converting it to a regular VrayMtl and just using a mix map. This is working very well for the Diffuse channel, but doesn't seem to work on the other channels like Bump? (just uses the fist map of the mix and ignores the mix amount).
2) The scene has geometry that uses VertexPaint shading and a VertexColor map to blend 2 materials which doesn't work. Again, good results using a mix map with the Vertex shading converted to a regular bitmap mix amount map, but am trying to use two UVW's on the geometry: map channel 1 for the mix map, map channel 2 for the geometry's texture. This doesn't seem to work? I guessing is just reading UVW map channel 1 and ignoring the other UVW set to channel 2.
3) More of a general question, but when using Live Link it works great as long as I have a VrayPhysicalCamera view active with the exposure set for the scene, but sometimes I want to jump over to a perspective view to pan around the model which defaults to Vantage's no exposure set and blows out the view with Vray sun and sky. Is there a way to set Vantage to a default exposure setting that it uses when no other camera views are active? My workflow almost always starts with dropping a VraySun & VraySky into the scene to get a basic lighting established, but makes Live Link kind of hard to use with no cameras in the scene since I'm constantly readjusting the exposure.
Thanks!
SJ
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