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Still a valid wish (of sorts), though something very similar has been wished for a long time ago. Seeing the mapped texture on the dome, and having it respect gizmo rotation for all axes (currently the domelight uses mapping rotation for horizontal (Z) orientation, yet gizmo rotation for x & Y).
(currently the domelight uses mapping rotation for horizontal (Z) orientation, yet gizmo rotation for x & Y)
The viewport icon is only used to determine which part of the texture is considered for a hemispheric light. It does not change the texture orientation in any way.
Still, It would be nice to be able to see the texture on the dome (or that it automatically sets itself as the viewport BG), and then be able to orient it through direct manipulation. At least then it uses the standard max transform controllers and can be accessed in a more intuitive way.
+1 for ability to rotate the texture with the Max gizmo. Especially for vertical rotation as that can only be done properly (I think) with the VrayHDRI shader, but that doesn't play well with exr.
Yeah, this is an old one, but I still wish for the ability to just grab the domelight (in viewport) and rotate it to control map rotation. This would allow 2 lights to be sharing the same map, but the gizmo could be rotated to suit different camera angles instead of creating copies of the HDR in the Mat editor.
Yeah, this is an old one, but I still wish for the ability to just grab the domelight (in viewport) and rotate it to control map rotation. This would allow 2 lights to be sharing the same map, but the gizmo could be rotated to suit different camera angles instead of creating copies of the HDR in the Mat editor.
This option is now in V-Ray 3.0. BUT! I've noticed a bug with it... maybe someone else can confirm:
If you take the dome locator and try to key rotating it 360* around the Z-axis... the moment it gets to 180* it flips to -180* and works its way back down in the negatives.
If you take the dome locator and try to key rotating it 360* around the Z-axis... the moment it gets to 180* it flips to -180* and works its way back down in the negatives.
Is that not the case for any object rotation in 3ds Max? I believe if you change the rotation controller of the dome light to something else (maybe "linear rotation"), it will work as expected.
Is that not the case for any object rotation in 3ds Max? I believe if you change the rotation controller of the dome light to something else (maybe "linear rotation"), it will work as expected.
Best regards,
Vlado
Yes, you are right - it's an issue with max and not V-Ray. Jumped the gun!
Am I missing something here?
If I animate my vray domelight 360 degrees, it certainly does not flip at 180.
If this was the normal behaviour in max animators would be rather pissed off.
Sounds like you guys are describing gimbal lock of some sorts.
Is this "dome locator" something specific for vray 3.x?
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