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  • Lock Ratio for VRaySimbiontMtl

    Hi Vlado,

    i'm going to using VRaySimbionrMtl. Good shader (a little slow, but darktree is a complex procedural shader). My question: can you insert a "lock button" for the mapping tiling? Becouse 90% times the X, Y and Z axis are the same, like this:

    mapping tiling : X=0.1 Y=0.1 Z=0.1
    mapping tiling : X=2 Y=2 Z=2
    mapping tiling : X=10 Y=10 Z=10


    So, change all times 3 identical parameters it's a little odd.

    And, i'm a little OT, but, what means this parameters?

    (*). use luminosity
    (*). use texture scale
    (*). camera near
    (*). camera far
    (*). mapping smooth derivatives


    Thank's
    Last edited by cecofuli; 19-06-2008, 03:21 PM.
    www.francescolegrenzi.com

    VRay - THE COMPLETE GUIDE - The book
    Corona - THE COMPLETE GUIDE - The book


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  • #2
    The speed actually depends on the underlying DarkTree engine that is supplied by Darkling Similations, we don't have much control over that. Otherwise a lock for the tiling might be handy - I've made a note. As for the rest:

    (*) Use luminosity - some DarkTree shaders have a luminosity (self-illumination) channel. This helps them to look good in a situation where no GI is used, but with GI, it may cause these materials to glow. For the purpose, VRaySimbiontMtl allows you to turn the self-illumination off.

    (*) Use texture scale - many DarkTree shaders have a scale defined in world units (e.g. the unit texture squre should be 2 x 2 meters or something like that - I suppose this equivalent to the 3ds Max real-world mapping options). This option causes VRaySimbiontMtl to take the current 3ds Max scene units and scale the texture accordingly.

    (*) Camera near/far - some DarkTree shaders have level of detail function built-in - they can try to reduce their detailness depending on the distance from the camera, thus speeding up calculations. These two parameters allow you to fine-tune this LOD function.

    (*) Smooth mapping derivatives - when you use explicit UVW mapping, and the material has a relatively large amount of bump, sometimes there is a visible faceting depending on the underlying geometry (this also obvious with regular 3ds Max bump mapping). The smooth mapping derivatives option avoids this issue, but it may require additional memory.

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

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    • #3
      Thank's Vlado! This definitions are from new Spot3D guide?

      bye

      cecofuli
      www.francescolegrenzi.com

      VRay - THE COMPLETE GUIDE - The book
      Corona - THE COMPLETE GUIDE - The book


      --- FACEBOOK ---

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