As the topic title says, the random options for rotation and offset don't appear to work when using procedural maps in the "Texture" slot, including the VRayNoiseTex.
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TriplanarTex "random" options don't work with procedural maps
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It appears that this is a known limitation with GPU, but there's a workaround. This is from V-Ray's help page about VRayTriplanarTex:
When using V-Ray GPU, the VRayTriplanarTex works fine for bump with bitmaps only. If other maps are incorporated in it, then you have to add a VRayColor2Bump map directly in the bump slot of the material (and pass the VRayTriplanarTex through it) to make it work properly.Aleksandar Mitov
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office@renarvisuals.com
3ds Max 2023.2.2 + Vray 7
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Originally posted by Joelaff View PostYou have the procedural set to use explicit map channel , rather than object space or world space?
Note I have not tried this. So I have no clue if it will work.
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Originally posted by justini View Post
You're half right. Explicit map channel works for the standard noise map but it doesn't work for the VrayNoiseTex.
EDIT:Oh, that may not be there, maybe that is only if you use VRayPluginTex and choose NosieTex... Not sure.
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Wanting non-continuous noise across sub-object elements. Using the standard noise map set to "Explicit map channel" works as shown below. When using the VrayNoiseTex, the noise is continuous and doesn't randomise across sub-object elements.
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I had to do something similar recently. I think I used a noise map with explicit mapping channel, and then I did an UVunwrap on the object and split the object into face, and then packed those faces so they had space (Padding setting) between them in the map, and were not lined up. Then if anything stood out as bad I found that face in the UVmap and move it around UV space until it looked good.
There are definitely a number of methods.
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Originally posted by Joelaff View PostI had to do something similar recently. I think I used a noise map with explicit mapping channel, and then I did an UVunwrap on the object and split the object into face, and then packed those faces so they had space (Padding setting) between them in the map, and were not lined up. Then if anything stood out as bad I found that face in the UVmap and move it around UV space until it looked good.
There are definitely a number of methods.
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I see. It seems to render fine in STD, which makes sense since the VRayPluginNodeTex is designed to work in STD. I guess using it within 3ds Max has some issues. For now, simply render through standalone (through the .vrscene exporter) and you should be okay.
EDIT: It seems the issue is that the VRayTriplanarTex is basically ignored when used with VRayPluginNodeTex and rendered in 3ds Max. Logged the issue (internal bug-tracker id: VMAX-13299).Last edited by hermit.crab; 12-05-2023, 05:44 AM.
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Originally posted by hermit.crab View PostI see. It seems to render fine in STD, which makes sense since the VRayPluginNodeTex is designed to work in STD. I guess using it within 3ds Max has some issues. For now, simply render through standalone (through the .vrscene exporter) and you should be okay.
EDIT: It seems the issue is that the VRayTriplanarTex is basically ignored when used with VRayPluginNodeTex and rendered in 3ds Max. Logged the issue (internal bug-tracker id: VMAX-13299).
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