Reflection pass and Gi pass has crashed and burned. Any idea why these guys are rendering incorrectly? And how do we fix?
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What's going on with Render Elements in VrayNext update 1
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The problem here is that the scene contains a lot of Autodesk materials and there is an issue with rendering some of them. Please stick to using V-Ray materials, legacy things like Raytrace mtl/map and Autodesk materials can bring some unexpected problems when you render them.
In this particular case you can use the 3ds max scene converter to convert them to Physical or Standard materials.
If it was that easy, it would have already been done
Peter Matanov
Chaos
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Originally posted by vlado View PostWe also discussed this with Peter Matanov internally and we will probably try to render those materials as grayscale or something if they are not converted.
Best regards,
Vlado
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Great...thanks for the fast feedback. Just a couple of questions. In the past a sign that there were raytrace materials from autodesk was that Max would just crash when I hit render or at times I would just get warnings stating that a specific material couldn't be rendered, but the passes were completely clean. Does VrayNext handle this differently now compared to previous versions? I rendered a separate project yesterday and got the following results in the gi and reflection passes. Not as bad as the example you tested, but still unusable for post work. See all the pretty fire flies. This is with bucket rendering.2 PhotosVincent Jaramillo
Smithgroup
301 Battery Street
San Francisco, Ca 94111
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Originally posted by vjaramillo View PostQuick note....If we switch our primary to Irradiance Map, all good, but when we switch back to Brute Force...beautiful fire flies.
Next introduces a slew of performance enhancements, and to do so it has to forego some of the oldest, and weirdest, stuff it used to do in the name of compatibility (f.e. the Autodesk Materials.).
So the behaviour above is expected.
Instead of rendering them as Gray, i'd vote for a toggle to render them as full red color, or analogous unmistakable visual warning.
It benefits no one to have a red wall rendered as gray, i'd wager, so the only possible solution would be to fix and rerender, anyway.
Hence the visual warning works better in that respect.
Notice that the person which renders may not have information on how the material was supposed to look, so a "decent" gray color may instill false security, which would be paid dearly later on.
Lele
Trouble Stirrer in RnD @ Chaos
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emanuele.lecchi@chaos.com
Disclaimer:
The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.
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