Hi,
I'm using the VraySamplerInfo render element to get the normal vectors (with bump mapping) of my scene, in object space relative to a dummy. But all objects with a Vray2SidedMtl appears grey. My problem is a little similar to another post (https://forums.chaosgroup.com/forum/...e-face-objects), which has already been solved:
The 'Normal vector with bump mapping', however, considers the two-sidedness of materials, hence why it works as it does with a VRayMtl and not with a VRayLightMtl (turning off the 'double-sided' of the VRayMtl would end in matching results). Try applying a VRay2SidedMtl, in which you plug a VRayLightMtl and set a black translucency and see if that works out for you.
My objects are lampshades, with no shell (single sided) for the Vray2SidedMtl to work well. Based on the answer above, I guess that the normal is grey because the two vectors of the object (inside and outside the lampshade ) cancel each other. I've set the translucency color to a middle grey.
My questions:
- Is there a way or tip to get the bumped normal vector to work with this material? I know I could use a different material (like a VRayLightMaterial with a map, or a VrayMtl with self illumination), but the result is not very realistic, compared to the Vray2SidedMtl which uses a true light.
- In the same vein, visible lights (even mesh lights) render grey in the normal vector. Is there any way to avoid this?
I ask for this because I use these rendered textures in Unity, and the grey values in object space normals make the rendering quite messy (black screen flicker, depending of the point of view...).
Thanks for your help!
Marc
I'm using the VraySamplerInfo render element to get the normal vectors (with bump mapping) of my scene, in object space relative to a dummy. But all objects with a Vray2SidedMtl appears grey. My problem is a little similar to another post (https://forums.chaosgroup.com/forum/...e-face-objects), which has already been solved:
The 'Normal vector with bump mapping', however, considers the two-sidedness of materials, hence why it works as it does with a VRayMtl and not with a VRayLightMtl (turning off the 'double-sided' of the VRayMtl would end in matching results). Try applying a VRay2SidedMtl, in which you plug a VRayLightMtl and set a black translucency and see if that works out for you.
My objects are lampshades, with no shell (single sided) for the Vray2SidedMtl to work well. Based on the answer above, I guess that the normal is grey because the two vectors of the object (inside and outside the lampshade ) cancel each other. I've set the translucency color to a middle grey.
My questions:
- Is there a way or tip to get the bumped normal vector to work with this material? I know I could use a different material (like a VRayLightMaterial with a map, or a VrayMtl with self illumination), but the result is not very realistic, compared to the Vray2SidedMtl which uses a true light.
- In the same vein, visible lights (even mesh lights) render grey in the normal vector. Is there any way to avoid this?
I ask for this because I use these rendered textures in Unity, and the grey values in object space normals make the rendering quite messy (black screen flicker, depending of the point of view...).
Thanks for your help!
Marc
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