Hi,
I hope I found the right words to explain the problem at Vray for Rhino. Maybe it's the same at 3dsmax. I'm working on a train interior with some blurry materials (metal). My current setup with a max reflection/refraction depth of 1 allow me to fast render. If I switch to max depth 2 the render times are much longer.
At my new scene I have a partition wall, that divide the interior in two spaces, but behind and in front the same materials are placed. At the current logic in front I would need max depth 1 and behind my special blurry glass (simple surface with IOR 1 and light blur) I would need max depth 2 to see the reflections of the anodized aluminum. It would be a lot of work to create two version of each material (max depth 1 and 2) and assign it to the two spaces. Better would be, if I could set max depth for the glass divider at 2 and all reflection behind this glass are shown - 1 for the glass and 1 for the metal behind. At the moment it works so, global max depth 1 and if I set the glass at max depth 2, than the metals behind stick at max depth 1. If I would set the metal material at 2, than it would waste render time in the front space.
My wish is, that the max depth of the material in front is used and not the max depth of the material in the background. If I set the glass at depth 2, the depth 1 metal behind looks black.
Or doe's it work like I wish at 3dsmax and it's a Vray for Rhino problem?
Regards,
Micha
I hope I found the right words to explain the problem at Vray for Rhino. Maybe it's the same at 3dsmax. I'm working on a train interior with some blurry materials (metal). My current setup with a max reflection/refraction depth of 1 allow me to fast render. If I switch to max depth 2 the render times are much longer.
At my new scene I have a partition wall, that divide the interior in two spaces, but behind and in front the same materials are placed. At the current logic in front I would need max depth 1 and behind my special blurry glass (simple surface with IOR 1 and light blur) I would need max depth 2 to see the reflections of the anodized aluminum. It would be a lot of work to create two version of each material (max depth 1 and 2) and assign it to the two spaces. Better would be, if I could set max depth for the glass divider at 2 and all reflection behind this glass are shown - 1 for the glass and 1 for the metal behind. At the moment it works so, global max depth 1 and if I set the glass at max depth 2, than the metals behind stick at max depth 1. If I would set the metal material at 2, than it would waste render time in the front space.
My wish is, that the max depth of the material in front is used and not the max depth of the material in the background. If I set the glass at depth 2, the depth 1 metal behind looks black.
Or doe's it work like I wish at 3dsmax and it's a Vray for Rhino problem?
Regards,
Micha
Comment