oh that was prolly just a goof. I rarely use the vraymap so I had to relearn the glossy settings. The higher the glossy number the less blurry the reflection I believe. And frankly when the lamp is "on" its so bright that your not going to see much reflections anyways, so dont waste too much time on them.
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White Glass Lamp with Reflections
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What did you do that was so special? I can't open the file but would love to know how you approached this.
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trust me there was nothing special about it. I just used a standard material with a gradient ramp in the self illum slot and messed with the gradient colors and output settings until I got what I liked. Pretty simple and straightforward, but hey, sometimes we all come across an approach EVERYONE else has been using but just slipped us by. Happens to the best of us....
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Hi. Percy... I like what you did with the materials. However I noticed a problem when I examined your material. The self-illum Gradient Ramp had a Radial map type... so the lamp won't look right from another angle (see attached image). Maybe you meant to use a Normal Gradient Ramp? I tried to take a stab using Falloff maps... maybe Normal Grad Ramp would look better?
I added a mask to the self-illum which also dims the light a bit when there is no external illumination hitting it (sorta fake translucency).
My .max file doesn't have the HDRI that came with Percy's.
Rear of Percy's scene...
With revised material...
http://home.comcast.net/~mncdavis/vr...off_nomaps.rar
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actually what i did was to take his gradient ramp. did the same thing as you however i put it in a vray light material. i didnt need the reflections since on one of those lights when they are turned on you wouldnt even notice reflections so to trace reflections is just a waste of render time. especially glossy ones
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lamps
you could also use a blend material, with a VrayLightMtl, and a VrayMtl, if you didn't want to us the standard Max material
See image here: http://joose.4t.com/photo.html
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