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Dome Light options problem
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AMD TR 7980X, 256GB DDR5, GeForce RTX 4090 24GB, Win 10 Pro
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jiri.matys@gmail.com
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Jiri.Matys, thanks for the provided scene.
The current way that V-Ray Lights options work is the following: “Affect specular” OFF in VRayLights now removes all reflections of the respective light. “Affect reflections” OFF now removes only the clear reflections (non-glossy) of the respective light.
The different reflections in the scene are produced by another map used as Environment Background - when enabled, it substitutes the Dome's disabled "Affect reflections" option, hence appearing in the reflection. If you disable it (hit 8 to open the Environment and Effects dialog and disable the Use Map option), or if you instance the same map slotted in the Dome light, this issue will disappear.Nikoleta Garkova | chaos.com
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But that not solve my problem. I want to use one hdr for lighting and second as background and reflections. I do this in purpose because my lighting hdr has close trees and I dont want to see them and reflect tham in my scene of a big square. So how I can solve this? My lighting HDR should light the scene and should use specular too. Because when I use specular from different HDR, lighting and specular doesnt match and it looks terrible (double shadows, specular reflection where light doesnt even lit the scene so there cant be specular...).AMD TR 7980X, 256GB DDR5, GeForce RTX 4090 24GB, Win 10 Pro
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jiri.matys@gmail.com
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https://gumroad.com/jirimatys
https://www.artstation.com/jiri_matys
https://www.youtube.com/channel/UCAv...Rq9X_wxwPX-0tg
https://www.instagram.com/jiri.matys_cgi/
https://www.behance.net/Jiri_Matys
https://cz.linkedin.com/in/jiří-matys-195a41a0
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Rather than using a second Dome light, try utilizing V-Ray/3ds Max's Environment options.
Make the dome light invisible and disable both Affect Reflections and Affect specular - this will control the scene's lighting. Note that V-Ray strives for physical accuracy, so currently direct and indirect reflections are linked.
Plug the second HDR in the Environment slot with which the reflections and background will be controlled.
Another way to override the reflections is from the Environment override options in the V-Ray settings.
Nikoleta Garkova | chaos.com
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I tried both scenarios - with two dome lights and with only one and environment slot. But as I said previously, I cant untick Affect specular in dome light. When I do this I loose all specular on all surfaces. I need diffuse and specular linked in one dome light from one HDR map. When I use specular from different HDR, It will render specular in places which are not the same as diffuze lighting so I cant do that. Its not physical and even correct. Do you know what I mean?
I need from second HDR to affect only background and reflections.Last edited by Jiri.Matys; 21-08-2020, 07:48 AM.AMD TR 7980X, 256GB DDR5, GeForce RTX 4090 24GB, Win 10 Pro
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jiri.matys@gmail.com
---------------------------
https://gumroad.com/jirimatys
https://www.artstation.com/jiri_matys
https://www.youtube.com/channel/UCAv...Rq9X_wxwPX-0tg
https://www.instagram.com/jiri.matys_cgi/
https://www.behance.net/Jiri_Matys
https://cz.linkedin.com/in/jiří-matys-195a41a0
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Originally posted by nikoleta.garkova View PostJiri.Matys, thanks for the provided scene.
The current way that V-Ray Lights options work is the following: “Affect specular” OFF in VRayLights now removes all reflections of the respective light. “Affect reflections” OFF now removes only the clear reflections (non-glossy) of the respective light.
The different reflections in the scene are produced by another map used as Environment Background - when enabled, it substitutes the Dome's disabled "Affect reflections" option, hence appearing in the reflection. If you disable it (hit 8 to open the Environment and Effects dialog and disable the Use Map option), or if you instance the same map slotted in the Dome light, this issue will disappear.
Therefore how would I now add a light that either contributed to specular only or reflection only?
Thanks
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This is the current behavior for now, however, we are considering other options to produce a behavior similar to the previous one. ali_cgi, you may try to turn off the reflections from Trace sets (right-click on an object > V-Ray properties > Trace sets) by excluding the objects affecting reflections.Nikoleta Garkova | chaos.com
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Hi thanks for reply...however i think this change is a huge step backwards in flexibility and ease of use... I really hope chaosgroup change this... these options are vital in a lot of people’s production workflows.
Its a little shocking there hasn’t been a warning about this change. ‘Unless I have missed something’
Removing reflections or spec on a per object basis is unfortunately not a solution. I want the object to receive reflection but just be able to exclude certain lights from reflecting in it.
Basically the old behaviour was ideal and gave more control.
The only solution for me is to not upgrade to version 5 and carry on with Vray Next until these things are reimplemented / fixed.
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Please, can you change that to the old behaviour? Now in VRay 5 its impossible to have some texture for lighting and then have something different in background/environment. Because reflective objects with glossiness 1 reflect BG texture and objects with 0.6 reflect lighting texture. Or is there any other way? I think this is really weird decision and we cant do what we can without any problem in VRay 4. Or am I missing something please? Thank you.AMD TR 7980X, 256GB DDR5, GeForce RTX 4090 24GB, Win 10 Pro
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jiri.matys@gmail.com
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The options Affect Specular and Affect Reflection were changed in 4.30.01
I made an example of the different behavior:
https://forums.chaosgroup.com/forum/...48#post1084648
We're staying in v4.30.00 because of this. We prefer to use a combo of HDRI for diffuse/reflect indirect lighting, plus VRaySun for diffuse/specular direct lighting. That requires us to strip the sun out of the HDRI, which Affect Specular does in 4.30.00 (but not in 4.30.01+)
This change seems to have been made to solve inaccuracies in dome light reflection, but it unfortunately breaks our workflow.
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Garryclarke Jiri.Matys
Hello guys,
There are some updates regarding the dual Dome light setup possibilities: we've now added support for additive Dome lights, enabling users to use one Dome light for illumination and another Dome light for reflections, as shown in the visual example: http://ftp.chaosgroup.com/support/sc...4_11-07-39.jpg
Note: the update will be released with the next service pack.Nikoleta Garkova | chaos.com
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Hi Nikoleta,
thank you for update. I'm sorry, but I don't get it. What is new in this setup? We could use diffuse in one dome and specular+reflection in second dome earlier. But problem with this setup is that specular should be ticked on diffuse dome light, not the reflection dome. I need diffuse+specular in one dome and only reflection (with visibility in background) in second dome. But this setup doesnt work. Now it is working? Thank you.AMD TR 7980X, 256GB DDR5, GeForce RTX 4090 24GB, Win 10 Pro
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2D | 3D | web | video
jiri.matys@gmail.com
---------------------------
https://gumroad.com/jirimatys
https://www.artstation.com/jiri_matys
https://www.youtube.com/channel/UCAv...Rq9X_wxwPX-0tg
https://www.instagram.com/jiri.matys_cgi/
https://www.behance.net/Jiri_Matys
https://cz.linkedin.com/in/jiří-matys-195a41a0
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Hi, I'm sorry but that doesn't seem to be a solution. Actually that is also possible now or?
It should be that specular is treated seperate from the actual reflections, so that you can have specular and diffuse from one domelight, and reflections from another domelight. Basically just like how it was before. Specular and reflections should not be linked. The way it is now it just doesn't make any sense. You have an affect reflections checkbox that only has an effect if your material glossiness is below a certain treshold. It also makes it very weird to use materials that have maps in the glossinessas you then suddenly you get black spots everywhere where the glossiness is below that treshold once you disable the affect reflections. The new way is a huge step back in terms of flexibility and in fact some super basic setups are not even possible anymore now without having to give up on specular contribution entirely which produces an inaccuarte rendering. So far I didn't see any particular benefit on why it was changed. Simple basic setups don't work anymore and you loose a ton of flexibililty without any apparent benefit.Last edited by JonasNöll; 16-12-2020, 04:03 AM.Check out my FREE V-Ray Tutorials
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