Im rendering a car on a reflective plane with an HDRI to comp into another scene. Im on VRay 2.0, with Max 2010.
When I use the HDRI in the light then the reflections in the car paint fall apart (looks wierd, pixelated). Nowhere else, just in the carpaint shader. Rims, floor plane etc are fine.
Problem is that the workaround is a bitch. I need to ONLY have the car reflection in the floor plane. Thats easy, cos I can just 'exclude' when its a light generating the reflections. But when using a sphere or an environment I cant isolate the car in the floor reflections...
Why does the VrayCarPaint shader not like the HDRI driven Vray light? Is this a known issue? Has something changed? I thought maybe the resolution value in the light, but that will only go up to 2048 which is nowhere near enough for crisp reflections.
When I use the HDRI in the light then the reflections in the car paint fall apart (looks wierd, pixelated). Nowhere else, just in the carpaint shader. Rims, floor plane etc are fine.
Problem is that the workaround is a bitch. I need to ONLY have the car reflection in the floor plane. Thats easy, cos I can just 'exclude' when its a light generating the reflections. But when using a sphere or an environment I cant isolate the car in the floor reflections...
Why does the VrayCarPaint shader not like the HDRI driven Vray light? Is this a known issue? Has something changed? I thought maybe the resolution value in the light, but that will only go up to 2048 which is nowhere near enough for crisp reflections.
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