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Here is one I did last night, Low reflection with Glossy(.02) at 10 subs and Medium Refraction with glossy (.02) at 10 subs, Translucency on (med greyish/tan colr) I think the thickness was .2 light mult at 1.2 scatter and frwd/bck at .5
Guys- that looks fantastic! Thanks for the tips- I really appreciate it! I'll have to give it a shot then post some screens.
Rosenman also had written me back. Mentioned that most people would just use a refractive material with blurriness set to high:
"Now to remember how this is done...hmmm. I believe you can do this with either a standard material + the VRay Map or a Vray Material. I tend to use the VRay material because it's more powerful. I can't really tell you what the settings would be because I would have to fiddle with it to get it right. But basically, I would turn up the refraction color, turn glossiness in the refraction to something like 0.5, and play with the fog color (reduce it to around 0.2)."
well- have some tests to work on now. Now I wonder what's going to provide the fastest results in a scene with multiple lights.
EZG- I've been working on getting the lamp you created to work properly. I created a cone- turned it into an editable mesh. I clicked on VRAY light and positioned it inside the cone. When I render- all I get is black though. I've been playing with the settings for over an hour now. When I go up with the multiplier- same thing. Adjusting the materials settings- same too. Is there something I'm doing wrong with the vray light? What were your settings?
Thanks EZG for the file. I didn't realize one has to raise the multiplier on the vray light (as well as photometrics.) When using max defaults- youre used to values of 1.0 or 2.0 - you'd never imagine 1000- especially when it blows out the viewports!
Well, 1000 is what I have it set for on this particular scene. It involves 2 vray lights with the wax material. I've included the material settings here too. GI is turned on. This seems like the magic bullet number/settings as any higher I get white instead of the biege which I am seeking. This isn't a solid object- it does have some thickness to the shade. I'm still not getting the diffuse light passing through the shade...
Thanks cocolas- though it's still missing something something.
Rerender- your lamp looks the most realistic out of the lot. How the heck did you get that result? I tried following your settings and it renders out black so far. Is it because you have a map in the translucency slot? Can you please post the scene?
Whenever I check the translucence check box, the shade renders out black. What could be causing this?
Translucency works best together with glossy reflections and glossy refraction with or without interpolation (Personaly I hate waiting for the pre-passes.)
Ok Rerender. I'm not crazy. Stupid perhaps but not crazy. I used your mat- ditto. Shade is not translucent. Whats the story here?!?!? I realize this image is ugly. The model is ugly. I don't care anymore about ugly. Just trying to get it to work properly.
Here's a non-working new image:
and here's the new max file- had to strip it down due to copy whatnot:
When I said solid object, I meant that the walls should have thickness, not that it should be a solid block. Sorry about that confusion. If you look at the file you'll see what I meant.
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