Originally posted by Stamcat
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vray light:dome -how does it work?
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stamcat you are right, its got something to do with materials.
some of the teapots on this picture have vray mats, some standard and some of them dont have a material applied.
they all get light from different directions.
this is the strangest picture i ever rendered with vray.Reflect, repent and reboot.
Order shall return.
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The new type of vray light - dome - is analogical to the standard max skylight. And as such its position and scale does NOT matter to the lighting solution. What matters, however is the rotation of the light. If you want to light the scene straight from the top, your local Z axis should be upwards.
Here is a small example:
adaptive subdiv 0/3
gi primary - irrad low preset
gi secondary - monte carlo 1 subdiv
320x240res
Z-axis straight up:
Z-axis rotated on 45deg:
Best Regards,
Tisho
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Hello Tisho,
I find the current VRAY Mtl Hilight glossiness reacting very bad to presence of
a dome light. As in- it takes so long to render and the noise won't go
away, whether you crank up the light's shadow samplings nor the material subdivisions.
I do not know if its a bug or a feature limitation.
I understand that skylighting isnt to suppose to affect specularity
and you'd need an actual (visible) light for glosiness to work.
But, with previously built scenes/mats with strong hilight glossiness..
(above 0.5 values) this becomes a nagging problem.
I can shellac this though but I was wondering how you guys would
work around it.
I do not remember having this problem the first time dome light came
out (1.46.04?)vertex wrangler
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