I have a blimp model I purchased off of turbosquid. I applied a bump map to a simple vray material (to simulate the lights on the side of the blimp for a logo), but I am getting some aliasing on the underside. I've tried various antialiasing filters. Is there another way to fix this? I am only a casual VRay user, it may be something I haven't checked..
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Thanks, I will try those settings..
Question 2: how can I get just the logo on the side to be self illuminated..? I tried the VRayLightMaterial, but it lights up the whole blimp.. I can't use a VRayLightMaterial as a map in a regular VRayMaterial. How do you produce self illuminated maps?
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The engines don't have a light material, they just have a regular material.. In fact, I have darkened the scene considerably, and it looks like there is light coming from the engines..
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EDIT: I can get rid of the lit areas if I turn off 'Generate GI'..
EDIT2: See attached pic.. I'm getting a spot and lit areas around the blimp.. Why?Last edited by Exon; 28-12-2010, 04:57 PM.
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A couple of possibilities: Are you using the light cache and, if yes, have you tried raising its settings? If your problems are light leaks, that could solve it.
Also, do you have standard materials in the scene? I have noticed that in Vray 2.0, when using a VrayLight material, objects that have a standard material tend to shine. I've also had unexplainable instances of nearby objects (with VrayMaterials) acquiring a degree of luminance, which I could only solve by darkening their materials or making them not to generate GI. The VrayLight material seems to be generally a bit buggy in Vray2.0 - I've had a few Vray crashes that seemed to be related to Vray lights, but I couldn't reproduce them...Check my blog
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I am not using light cache.
I am not using VRay2.0..
I am not using any standard materials..
I literally dropped this turbosquid model into a scene, switched to the vray render, applied a white vray material, added two lights (one over, one under) and rendered... I've tweaked vray as yall have suggested, but nothing else...
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Is there a geometry util like Shape Check that will let me know if there are problems..?
Everything looks ok, I've added a shell and/or cap holes modifier just to make sure..
I'll check scale to make sure it is real-world size (didn't know that made a difference, thank you for that info)
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