Announcement

Collapse
No announcement yet.

Vraylight Material porblem

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Vraylight Material porblem

    very simple scene just for clarification

    source light and 2 boxes plus vrayenvironment fog

    1st image a vraylight plane with texture and affect diffuse : 70 ( to get that fog effect without increasing the multiplier too much because it overburns the texture )

    2nd image trying to get same effect using vray light material using same texture ( direct illumination on )

    since their is no affect diffuse option in the vray light material i cant get similar result
    when i increase the light material multiplier too much the texture overburns

    is their a way to achieve this using vray light material ?
    Last edited by Arch.Hany; 05-07-2019, 03:36 PM.

  • #2
    anyone can help please ?

    Comment


    • #3
      Do you think you can post that scene? I'm not exactly sure how you have set up things. Is there a specific reason you have to use a VRayLightMtl material instead of a VRayLight?

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

      Comment


      • #4
        I prefer using it mainly for showing texture in viewport to see what am doing
        also vray lights has limitation in terms of shape
        vray light material is so much flexible i could add it and map it anywhere on any kind of complex model or even part of it
        blend it with other textures/ materials etc

        here is the file
        hope you can help me out
        thanks in advance
        Attached Files
        Last edited by Arch.Hany; 09-07-2019, 04:40 AM.

        Comment


        • #5
          There isn't a way to achieve the effect with the VRayLightMtl since it does not have that type of control as VRayLights. If shape is something of importance - use VRayMeshLights.
          Aleksandar Hadzhiev | chaos.com
          Chaos Support Representative | contact us

          Comment


          • #6
            You could use VrayLightMtl as the visible box and put your Vray Light in front of it set to `invisible` to create the fog so you can control each value in case of burnout ?

            Comment


            • #7
              hermit.crab thats really unfortunate

              anthonyh that is a solution for simple cases i think
              but a complex case where texture is animated along complex model would be impossible

              Comment


              • #8
                The VRayAtmosphere RE and the SelfIllumination RE should help you achieve what you want in post, without much trouble.
                You may need to create a few multi-matte REs to mask out the specific parts of a complex multi-material with lightselects on intricate geo, but if not the two layers will get you most of the way.
                Unless i have misunderstood you.
                Lele
                Trouble Stirrer in RnD @ Chaos
                ----------------------
                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.

                Comment


                • #9
                  ^Lele^ multiple problems here
                  that would be very hard to test before rendering final and i think would produce enormous noise that almost cant be fixed due to lack of information in dark pixels

                  Also if by any chance the fog is reflected/refracted on a surface that would be very hard to fix in post and will look very unrealistic

                  Comment


                  • #10
                    As a side note i tried increasing the generate gi value in the object's vray properties but that didnt affect the fog in any way which i didn't understand why

                    Isn't it supposed to affect it ?

                    Comment


                    • #11
                      Ok, so the setup is as follows:
                      VrayLightMtl with texture, set intensity as it's pleasing to the eye (let's say, 1.0).
                      That lightMtl becomes the child of a MtlWrapper, for which you set the GI generation multiplier to whatever works for the fog (say, 30).
                      Assign the mtlWrapper to the multi-sub slot, or the node you want to turn into a light, not the lightMtl.
                      Tick "scatter GI" in the environmentFog.
                      Lele
                      Trouble Stirrer in RnD @ Chaos
                      ----------------------
                      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.

                      Comment


                      • #12
                        ^Lele^ thanks alot man never though of that
                        That solved the problem perfectly

                        Comment


                        • #13
                          ^Lele^ i can confirm this workaround doesn't work with vray next gpu

                          Comment


                          • #14
                            Originally posted by Arch.Hany View Post
                            ^Lele^ i can confirm this workaround doesn't work with vray next gpu
                            Mh, pity.
                            Could you write to support, ideally with a tiny sample scene set up attached (so it's quicker for them to find the issue.)?

                            Lele
                            Trouble Stirrer in RnD @ Chaos
                            ----------------------
                            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.

                            Comment

                            Working...