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By using the output map in the self illumination of a mat.. or by using the output rgb level setting in a bitmap..
also by using a vraymtlwrapper and turning up the generate
Bunches of ways to use object lights.. they're just painfully slow since you need to raise the Irradiance map quality to get a smooth solution because of the *hot*spots in the scene..
I tried putting an output in the illumination slot, nothing happens, if I put it in the diffuse spot it certainly lights the scene but in white. How do I get a coloured self illuminated object?
RGB level doesn't change the illumination, but output amount does, however if the value goes above 0.005 then the colour becomes white. Anyone got a way of getting around this?
Just realised you can get an excellent Object light by upping the Generate GI value in Vray properties of an object. Works really well every time. In fact I've lit whole scenes this way.
a simple self illumination slot would do the job !!
Actually lighting from an object (vray gi) works well with the self illu
slot in the max standard material. And together with the vraywrapper
you can adjust brightness by send and receive multiplier.
it even works if you use a blend material to blend a self illuminated
max standard material and a vraymaterial together.
So if all this is allready possible with vray gi and max standard material
why is there no simple self illu slot in the vray material ?????
I´m also missing a faked specular function.
(yes i know there is a free highlight only material available)
A faked translucency option like in the max standard mat would be
cool, too.
Also here the max standard material (translucent shader) works well
with vray.. actually not as good as with the scanliner
but you allready can save hours of rendertimes if you use
max faked translucency and vray compared to the vray translucency.
Just a faked translucency that works well with vrayshadows
like some other renderers do (max scanliner, brazil)
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