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  • Need some vray toon mtl help

    Hello

    I am doing some RnD with vray toon mtl and I am stuck with something. Hoping someone can chime in with ideas.

    I am trying to get a soft grass look, but has subtle color changes. The way I achieve it is to plug a noise map (set to explicit map channel) into the diffuse channel, and set the whole of diffuse ramp to white so there's no harsh shadow that's created by the grass, as shown in the image below. I also untick the "Cast Shadow" under object properties of my grass.
    Click image for larger version  Name:	VrayToonMtl_WhiteDiffuseRamp.png Views:	0 Size:	671.9 KB ID:	1159497

    but as you can see, it also removes the shadow that is supposed to be cast from the spheres. If I bring back the diffuse ramp and set it to blue tint, there's proper shadow cast by the spheres, but the grass itself lost the soft look and there are darker shadows present, which is not desirable to me.

    Click image for larger version  Name:	VrayToonMtl_BlueDiffuseRamp.png Views:	0 Size:	741.6 KB ID:	1159498

    Is there a method where I can have a blend of both? The only way I can think of is to sample the plane where the shadow is cast in realtime, and plug it in to the diffuse ramp. Either that, or bake the lighting information and then export as image, and bring it back in as bitmap for the diffuse ramp, but this is not an efficient workflow.

    Maybe I am missing something obvious. Does anyone have any ideas? I am using vray sun as a single light source.
    Attached Files

  • #2
    A follow up on this to illustrate the point further

    https://youtu.be/HO9qdDPBuAo?t=675

    Here it seems that he is able to catch the cast shadows of a separate object, while keeping the grass devoid of any internal shadow casting. I am trying to find the equivalent in 3ds max.
    Do we have an equivalent to the normals node in vray/osl?

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    • #3
      Do we have an equivalent to the normals node in vray/osl?
      There is - VRaySamplerInfoTex or OSL Normal. Otherwise, I'm unsure if you can do this in a single render. I'll test some more and ask around to see if there is another way. Maybe I'm missing something.
      Aleksandar Hadzhiev | chaos.com
      Chaos Support Representative | contact us

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      • #4
        Thank you very much! I'll also test the VraySamplerInfoTex and see if i can make it work.

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        • #5
          In the end, I couldn't find a way to make it work. Maybe my understanding is not deep enough. I caved and just baked the shadows and use it as a diffuse ramp texture and it works. It's a shame I can't have them achieved in a single render. If there are better ways, you can let me know.

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          • #6
            Originally posted by hermit.crab View Post

            There is - VRaySamplerInfoTex or OSL Normal. Otherwise, I'm unsure if you can do this in a single render. I'll test some more and ask around to see if there is another way. Maybe I'm missing something.
            Follow up question. Any way to have vray 2 sided mtl work with vray toon?

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            • #7
              Originally posted by Syu_z View Post

              Follow up question. Any way to have vray 2 sided mtl work with vray toon?
              Seems to be working fine on my end. What exactly is going on in your setup?
              Aleksandar Hadzhiev | chaos.com
              Chaos Support Representative | contact us

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              • #8
                Click image for larger version

Name:	image.png
Views:	296
Size:	671.9 KB
ID:	1160140
                Click image for larger version

Name:	image.png
Views:	279
Size:	689.3 KB
ID:	1160141

                Do I miss something obvious? The vray 2 sided material on the normal material will have the backface shines brighter when the light is pointing at the front face. That doesn't happen on toon material.

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                • #9
                  Huh, it seems the Translucency parameter does not work for VRayToonMtls. I've logged the issue (internal bug-tracker id: VMAYA-11560) for developer investigation. By the way, regarding the first mentioned issue - usually, the Shadow Blend parameter was expected to do exactly that - separate shadow control independent of the Diffuse ramp. It still does that, however, the shadows are not quite right. I've spoken to the devs about it and we'll improve it.
                  Aleksandar Hadzhiev | chaos.com
                  Chaos Support Representative | contact us

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                  • #10
                    Yeah, the translucency could be the workaround for me to not have harsh backface grass shadow, but seems like it is a dead end too.

                    Nice. Thank you very much. I would appreciate if this thread can be updated when the issue is solved.

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                    • #11
                      Originally posted by Syu_z View Post
                      Yeah, the translucency could be the workaround for me to not have harsh backface grass shadow, but seems like it is a dead end too.

                      Nice. Thank you very much. I would appreciate if this thread can be updated when the issue is solved.
                      I will update it.
                      Aleksandar Hadzhiev | chaos.com
                      Chaos Support Representative | contact us

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                      • #12
                        Hi, just dropping by again to ask if there's any update on this.

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