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Vray 5 distance tex bug - renders in IPR but in regular render it doesnt

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  • Vray 5 distance tex bug - renders in IPR but in regular render it doesnt

    Hello guys,
    already posted this issue in the nightlies section but the problems is also with the latest regular downloadable version of vray.
    Simply put, i have a few distancetex node in my shader tree used as masks for composite node. It all renders nicely in IPR but once i hit regular render button, all the work i ve put to the shader is gone cos the distance tex doesnt render anymore.
    PLease see here the shader tree along with 2 renders, one IPR and one regular.

    As you can imagine, this is a major bummer for us cos were unable to detail the textures for the final quality and the deadline is looming :-/

    Any idea whats going on here?
    The ticket number for this one is 343-219-5902
    The scene has already been sent to support too.

    Thanks a lot for looking into this!
    M

    Attached Files
    Martin
    http://www.pixelbox.cz

  • #2
    tried remodeling the roofs objects and here is the result.
    IPR nice and pronounced.
    BUCKET very very faint
    lower right corner - old object
    Attached Files
    Martin
    http://www.pixelbox.cz

    Comment


    • #3
      Hello PIXELBOX_SRO

      Some modes of the falloff map do not render consistently between IPR and Production rendering.

      Currently your Falloff map’s falloff direction is set to Object.

      Here are other falloff modes that are rendering differently between IPR and Production:

      1: Camera X-Axis and Camera Y-Axis directions;
      2: Fresnel type;
      3: Distance Blend type with Camera Z-Axis direction;

      That said, there are a few workarounds that look feasible.

      The first one that seems most likely to work well for you is to change the direction of the falloff to Local Y or World Y. You can see an image of my tests on the following link:

      http://ftp.chaosgroup.com/support/sc...8_11-07-26.jpg

      Here is an example using Local X and World X.

      http://ftp.chaosgroup.com/support/sc...8_11-16-19.jpg

      Alternatively I found out that if you plug the falloff map as it is set to object direction in the far texture slot you will get a result closer to what you see while rendering on the IPR. You can see how that looks on the following link:

      http://ftp.chaosgroup.com/support/sc...8_11-21-42.jpg

      Please let me know if any of these work for you.
      Valentin Leondiev | chaos.com
      Chaos Support Representative | contact us

      Comment


      • #4
        Hi Valentin,
        thanks for your reply and effort, much appreciated!
        I will try what you suggest.

        Still it beyond my understanding why some thign works in IPR and doesnt in bucket? I woudl understand the difference between GPU and CPU but differences in IPR? Its quite a problem when IPR is now widely used to create materials...
        May i please know when is this planned to be fixed?

        Are there any more known inconsistencies accross vray we should all know about instead of having to find ourselves the hard way?
        Perhaps a sticky for this info would help?

        Thanks for your reply
        M
        Last edited by PIXELBOX_SRO; 14-06-2021, 01:04 PM.
        Martin
        http://www.pixelbox.cz

        Comment


        • #5
          You can turn off the "ShadeContext in camera space" option in the Advanced view of the System tab; then IPR and production will render the same.

          Last time I looked, this was a bug in the Falloff map itself. The Corona guys worked around this by replacing it with their own falloff map at render time; maybe we should do the same.

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

          Comment

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