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Light include/exclude list based on a texture

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  • Light include/exclude list based on a texture

    I know this may sound really specific and maybe it is.- but I'd love to hear your thoughts both users regarding usefulness and developers regarding feasibility.

    On quite some occasions I had the issue that I wanted to include a specific part of a model, say an embossed logo in a light include/exclude list to make it more visible. Since the embossing was part of the model/object I couldn't do it via the regular object include/exclude list and had to resort to doing a second rendering and then combining them in post or do other post-only tricks.

    What if I could drive the include/exclude list with a texture? Say we could combine them. Include only a certain object and that object only gets affected by a texture mask that I could put in into the include/exclude list.

    What do you think about that?
    Software:
    Windows 7 Ultimate x64 SP1
    3ds Max 2016 SP4
    V-Ray Adv 3.60.04


    Hardware:
    Intel Core i7-4930K @ 3.40 GHz
    NVIDIA GeForce GTX 780 (4096MB RAM)
    64GB RAM


    DxDiag

  • #2
    Second render, that's going to far in my opinion. I would have made life much easier and detached the embossed logo, would have made things so much simpler.
    This idea just sounds like too much work to me. I could be wrong, but seems like you are adding too many unnecessary steps to what should be a very simple task.

    Comment


    • #3
      It's about the state of the object, too. If you have a body object (STEP) detaching stuff often leads to bugs in meshing the body object and you get jaggy edges etc.

      I know this may be an unusual request, that's why I want your input
      Software:
      Windows 7 Ultimate x64 SP1
      3ds Max 2016 SP4
      V-Ray Adv 3.60.04


      Hardware:
      Intel Core i7-4930K @ 3.40 GHz
      NVIDIA GeForce GTX 780 (4096MB RAM)
      64GB RAM


      DxDiag

      Comment


      • #4
        Texture mask in VrayExtraTex, and then adjust in comp.
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        Comment


        • #5
          Oh don't mention STP, I have on several occasions been asked to work with such things and frankly, whether it's program used to produce them or the fact that Max isn't as compatible with them as it could be.. but I try to avoid them like the plague.. The time wasted trying to get them to look decent, would be better spent remodelling them in my opinion... and I know that doesn't really help. but I hate STP format and for that matter, many other outdated, clunky, messy CAD formats, filled with errors like, holes, flipped faces and those countless nasty little triangles. All one STEP forward and two steps back far as I am concerned.

          Comment


          • #6
            Originally posted by Dave_Wortley View Post
            Texture mask in VrayExtraTex, and then adjust in comp.
            Which doesn't account for actual effects happening due to lighting like pronounciation of structure (like a rough plastic). I can only adjust brightness.
            Software:
            Windows 7 Ultimate x64 SP1
            3ds Max 2016 SP4
            V-Ray Adv 3.60.04


            Hardware:
            Intel Core i7-4930K @ 3.40 GHz
            NVIDIA GeForce GTX 780 (4096MB RAM)
            64GB RAM


            DxDiag

            Comment

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