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RectLight texture coordinates absolute, not relative

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  • RectLight texture coordinates absolute, not relative

    The UVs of the RectLight seem to be absolute instead of relative to the light size. Meaning a 1x1m area light looks correct but a 10x10m area light still only has the 1x1m part in the middle textured correctly. In comparison, Vray for Max's rectlight UVs are relative to the light. See the screenshots below (I had to move the midpoint of the gradient in houdini to even be able to see it in the rendering). Scene is also attached.
    Attached Files

  • #2
    Hi racoonart , by default if no V-Ray UV VOP is connected, procedural textures are rendered with Triplanar Projection Mapping. To use uvs, just connect a V-Ray UV Channel Named in uvwgen input slot of the V-Ray Softbox VOP.

    Click image for larger version  Name:	RectLightMapping.png Views:	0 Size:	397.0 KB ID:	1074702
    Georgy Chakarov | QA
    www.chaosgroup.com
    georgy.chakarov@chaosgroup.com

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    • #3
      Oh! That makes sense, thanks! . I am still way too used to max workflows

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      • #4
        This was confusing me as well coming from max, really strange

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        • #5
          I'm very sorry I've missed that issue somehow.... This will be fixed in the next nightly.
          V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
          andrei.izrantcev@chaos.com
          Support Request

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