Hi,
I've got few renders approved by my client, which they requested high resolution for print. Problem is that the look of bump mapping relies on final render resolution in Vray, so if resolution changes bump mapping would look completely different
This is not the first time this was discussed, here is a simple test to show the issue by !funk (note that this issue is present on CPU/GPU, and even VRscans)
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Many other renderers don't have this limitation, see Octane and Modo native renderer for example here,
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This could be worked around in 2 ways,
-Using normal maps with filtering turned off instead of bump mapping
-Or using bump delta scale for each material, so lets say if your render resolution is doubled, you would use bump delta scale of 2, for every single material in the scene. If you have 50 or 100 materials in your scene, you will need to go in manually and do that for every one of them
It is even more disastrous for the GPU engine, where bump delta scale flag is ignored, so actually there is no way of working around this at all!
I started my project with the GPU engine, and I got my renders approved by client. Now there is no way of making my bump mapping look the same at higher resolution. I need to start from scratch and get my renders approved again, which is a waste of time.. I will probably swap to another renderer that doesn't have this limitation for now, it
This limitation affected my workflow in many different ways, I cannot use viewport IPR, I have to always stick to the final render resolution during look dev, and rely on render regions if I want my bump mapping to always look the same.
This is been reported few times already, and Vlado said they are doing research to improve this. It is been nearly 2 years since !funk's thread about this issue
https://forums.chaosgroup.com/forum/...der-resolution
Why haven't this been solved yet?
Why is that other renderers don't have this limitation, it is only Vray??
There has to be a global multiplier for bump delta scale, it is silly that I would need to change that for every material in the scene. And this needs to work on GPU, currently there is just no workaround.
Best,
Muhammed
I've got few renders approved by my client, which they requested high resolution for print. Problem is that the look of bump mapping relies on final render resolution in Vray, so if resolution changes bump mapping would look completely different
This is not the first time this was discussed, here is a simple test to show the issue by !funk (note that this issue is present on CPU/GPU, and even VRscans)
Many other renderers don't have this limitation, see Octane and Modo native renderer for example here,
This could be worked around in 2 ways,
-Using normal maps with filtering turned off instead of bump mapping
-Or using bump delta scale for each material, so lets say if your render resolution is doubled, you would use bump delta scale of 2, for every single material in the scene. If you have 50 or 100 materials in your scene, you will need to go in manually and do that for every one of them

It is even more disastrous for the GPU engine, where bump delta scale flag is ignored, so actually there is no way of working around this at all!
I started my project with the GPU engine, and I got my renders approved by client. Now there is no way of making my bump mapping look the same at higher resolution. I need to start from scratch and get my renders approved again, which is a waste of time.. I will probably swap to another renderer that doesn't have this limitation for now, it
This limitation affected my workflow in many different ways, I cannot use viewport IPR, I have to always stick to the final render resolution during look dev, and rely on render regions if I want my bump mapping to always look the same.
This is been reported few times already, and Vlado said they are doing research to improve this. It is been nearly 2 years since !funk's thread about this issue
https://forums.chaosgroup.com/forum/...der-resolution
Why haven't this been solved yet?
Why is that other renderers don't have this limitation, it is only Vray??
There has to be a global multiplier for bump delta scale, it is silly that I would need to change that for every material in the scene. And this needs to work on GPU, currently there is just no workaround.
Best,
Muhammed
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