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  • matte surface

    Hello,
    I tried to create a ground with matte surface, I use Wrapper material but it is not working at all. I will post some print screen.. may be I did in the wrong way???
    Click image for larger version

Name:	2021-10-23_084927.jpg
Views:	149
Size:	616.9 KB
ID:	1128021
    Attached Files

  • #2
    Is this happening for all scenes or just particular one?
    May I look at the .hip file?
    V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
    andrei.izrantcev@chaos.com
    Support Request

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    • #3
      Originally posted by bdancer View Post
      Is this happening for all scenes or just particular one?
      May I look at the .hip file?
      Thank you for your response, the issue was the ground surface, I had a polyextrude and the matte shadow was not working.... I don't know why. Now it is solve! but in the render the textures are not very precise, it look like I have no texture on the wood...

      -> https://i.gyazo.com/38528723efbfe1f1...7674376b37.jpg




      Click image for larger version  Name:	2021-10-25_075930.jpg Views:	0 Size:	121.1 KB ID:	1128120
      Last edited by sbastien_levieux; 25-10-2021, 05:06 AM.

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      • #4
        Hey sbastien_levieux ,

        I'd guess the most likely reason for the matte issue that you had is that the normals of the extruded geometry were flipped. Here's a simple example showing the issue: https://drive.google.com/file/d/1zDx...ew?usp=sharing
        You can work around it with a Normals SOP -> enable "Reverse Normals".

        As to the missing textures - could you please verify you actually have UV coordinates on the geometry you're assigning the textures to? You can do that by unpacking the geometry (if it's packed, e.g. Alembic) and going to the UV view (by moving the cursor over the viewport and hitting Spacebar+5). I'm waiting for your scene to download but that will take another 20 or so minutes - meanwhile you could check on your end if urgent.
        Another possibility is that the name of the UV attribute to use for mapping is not "uv" but e.g. "uv1" instead - if the geometry is coming from another DCC, e,g. 3ds Max. You can check the name of the UV attribute by unpacking your geometry and Middle-Mouse-Button click on the Unpack SOP. If that is the case, change the Image File VOP -> UV tab -> UV Name attribute to the correct one.

        Once you've verified both of those, you can remove the Unpack SOP to keep things light.

        Best regards!
        gosho.genchev@chaosgroup.com

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        • #5
          Click image for larger version

Name:	2021-10-26_083545.jpg
Views:	113
Size:	87.8 KB
ID:	1128240
          Originally posted by Gosho.Genchev View Post
          Hey sbastien_levieux ,

          I'd guess the most likely reason for the matte issue that you had is that the normals of the extruded geometry were flipped. Here's a simple example showing the issue: https://drive.google.com/file/d/1zDx...ew?usp=sharing
          You can work around it with a Normals SOP -> enable "Reverse Normals".

          As to the missing textures - could you please verify you actually have UV coordinates on the geometry you're assigning the textures to? You can do that by unpacking the geometry (if it's packed, e.g. Alembic) and going to the UV view (by moving the cursor over the viewport and hitting Spacebar+5). I'm waiting for your scene to download but that will take another 20 or so minutes - meanwhile you could check on your end if urgent.
          Another possibility is that the name of the UV attribute to use for mapping is not "uv" but e.g. "uv1" instead - if the geometry is coming from another DCC, e,g. 3ds Max. You can check the name of the UV attribute by unpacking your geometry and Middle-Mouse-Button click on the Unpack SOP. If that is the case, change the Image File VOP -> UV tab -> UV Name attribute to the correct one.

          Once you've verified both of those, you can remove the Unpack SOP to keep things light.

          Best regards!
          Hi Gosho,

          Thanks you for your amazing help as usual!!! I post for you some print screen for the basic shader, those asset are from Megascan... there is not help how to setup for vray and houdini.... I am doing a a sim with pyre and the witch like a burning man...., I will may be ask you some advice for the fire, this is my first try on 1 branch with vray render.



          This is the print screen for the branch shader:
          Click image for larger version  Name:	2021-10-26_082828.jpg Views:	0 Size:	222.7 KB ID:	1128239
          Attached Files

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