Hi,
this bug has been worrying me for quite a long time already. I remember first encountering it about 4 years ago, taking me an entire day to figure out what's happening. I assumed it was promptly fixed, but just a few days ago, I've stumbled upon it again.
Basically, V-Ray completely ignores material reflections on back side of the faces when the surface is refracted. In other words, if you enable "reflect on back side" in VrayMTL, it will apply only to directly visible surface, not surfaces that are being refracted. This is especially noticeable on metallic materials, since they have 0 diffuse and all of their appearance is therefore made out of the reflection component.
Here is an example image. The scene contains two separate objects, first one is left and right glass cover, second one is left and right metal reflector behind the glass. Both glass and metal materials have "reflect on back side" option enabled:
Now here is a screenshot of the reflector mesh in viewport from front side and back side, with standard material applied:
As you can see, since normals were baked in by the exporter, even after the standard material check, you can't tell that normal on the one side is flipped in. The only way you can tell is by applying two normal modifiers on top of the mesh, to make 3ds Max throw away baked-in normals.
First thing that probably comes to your mind is "Well, it's not such a big of a deal, you can just flip the normals right way and it will work" - That's where the biggest issue occurs:
The two times I've stumbled upon this bug was when I received meshed NURBS/CAD models from a car manufacturer. The way exporter handles some of the parts is by mirroring them, but at the same time baking the normal information into the mesh. So what you end up with is a model, which shades seeming correctly in the viewport - even with standard material, which shades back faces as black - yet for V-Ray, those mirrored parts are interpreted with the normals flipped inside. And as soon as you even remotely touch the normal orientation inside 3ds Max, it instantly throws away all the normals baked in from nurbs/CAD conversion, and the model is pretty much useless. So then it comes to really lengthy workarounds of remodeling some parts (and hiding the fact from the client) just because V-Ray can't refract reflection on the rear side of the face.
I unfortunately can not share even this tiny piece of the car model publicly, but I've mailed the scene to support@chaosgroup.com
Thanks
this bug has been worrying me for quite a long time already. I remember first encountering it about 4 years ago, taking me an entire day to figure out what's happening. I assumed it was promptly fixed, but just a few days ago, I've stumbled upon it again.
Basically, V-Ray completely ignores material reflections on back side of the faces when the surface is refracted. In other words, if you enable "reflect on back side" in VrayMTL, it will apply only to directly visible surface, not surfaces that are being refracted. This is especially noticeable on metallic materials, since they have 0 diffuse and all of their appearance is therefore made out of the reflection component.
Here is an example image. The scene contains two separate objects, first one is left and right glass cover, second one is left and right metal reflector behind the glass. Both glass and metal materials have "reflect on back side" option enabled:
Now here is a screenshot of the reflector mesh in viewport from front side and back side, with standard material applied:
As you can see, since normals were baked in by the exporter, even after the standard material check, you can't tell that normal on the one side is flipped in. The only way you can tell is by applying two normal modifiers on top of the mesh, to make 3ds Max throw away baked-in normals.
First thing that probably comes to your mind is "Well, it's not such a big of a deal, you can just flip the normals right way and it will work" - That's where the biggest issue occurs:
The two times I've stumbled upon this bug was when I received meshed NURBS/CAD models from a car manufacturer. The way exporter handles some of the parts is by mirroring them, but at the same time baking the normal information into the mesh. So what you end up with is a model, which shades seeming correctly in the viewport - even with standard material, which shades back faces as black - yet for V-Ray, those mirrored parts are interpreted with the normals flipped inside. And as soon as you even remotely touch the normal orientation inside 3ds Max, it instantly throws away all the normals baked in from nurbs/CAD conversion, and the model is pretty much useless. So then it comes to really lengthy workarounds of remodeling some parts (and hiding the fact from the client) just because V-Ray can't refract reflection on the rear side of the face.
I unfortunately can not share even this tiny piece of the car model publicly, but I've mailed the scene to support@chaosgroup.com
Thanks
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