i have a scene with lots of semitransparent self illuminated geometry layered up. it uses a vraylightmaterial with a gradient in the opacity slot and a vraycolor in the color slot.
it takes ages to render.
in the past ive switched from opacity to refraction with ior 1, (using the same map as in lightmtl/opacity, but inverted, and the self illumination map multiplied by a non-inverted version of the same map.) to get the same look, but much faster rendering.
slow opacity.rar
in this case, it refuses to work.
it is something to do with the output settings on the gradient map... they were tweaked whilst looking at IPR until the look was achieved... however this has lead to some quite unusual settings ( color map goes up to 10 at one end, rgb offset -.44 etc..) this works fine in the opacity slot of the lightmaterial, but the refraction slot in the vraymaterial doesnt like it at all.
if i kill all the output adjustments, it starts to work kinda as expected, but the look is totally wrong.
ive tried clamping the output of the gradient in case it was numbers above1/below 0, but this does nothing.
ive also tried applying the gradient ramp via lightmtl to a plane, rendering out as bitmap, and using that instead, result is totally wrong in either opacity or refraction slots.
it takes ages to render.
in the past ive switched from opacity to refraction with ior 1, (using the same map as in lightmtl/opacity, but inverted, and the self illumination map multiplied by a non-inverted version of the same map.) to get the same look, but much faster rendering.
slow opacity.rar
in this case, it refuses to work.
it is something to do with the output settings on the gradient map... they were tweaked whilst looking at IPR until the look was achieved... however this has lead to some quite unusual settings ( color map goes up to 10 at one end, rgb offset -.44 etc..) this works fine in the opacity slot of the lightmaterial, but the refraction slot in the vraymaterial doesnt like it at all.
if i kill all the output adjustments, it starts to work kinda as expected, but the look is totally wrong.
ive tried clamping the output of the gradient in case it was numbers above1/below 0, but this does nothing.
ive also tried applying the gradient ramp via lightmtl to a plane, rendering out as bitmap, and using that instead, result is totally wrong in either opacity or refraction slots.
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