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vray material doesnt have bump parameters as alsurface does. I know it can be done with vray bump node but it would be nice to be consistent with maya.
In Maya, if you connect Vray's dirt to the bump slot of the standard material you will get artifacts, you will need to use the bump material to avoid this issue
And in Max you always use color to bump for similar situations
I don't see a problem with the current workflow, and I don't want more tabs on the Vray material that is already bloated. I prefer how it works now.
Following How the Maya plugin works is a bad idea overall, VFH has many things that works in a better way like the Blend material for example where you have controls over blending of the base material
And how the toon shader works for example..
And why specifically the Maya plugin? why not Max plugin?
Both Renderman and Redshift for Houdini decided to not add bump on the material node.V-Ray is also in that camp, which is fine with me. Because it seems to be the general philosophy for materials in past years, to provide lower level nodes that we can build and wrap into higher level custom tools to reuse. Like vray complex material for example, where you can set the bump directly as you asked.
But i can see what you mean, it`s not the fastest way to build materials. Even for simple stuff like normal bump map, we need to add 3 nodes, hookup and change the settings, flip axis or whatever. Slow,boring, unnecessary.
Yes V-Ray material in maya has build-in bump settings, but under the hood it works exactly the same way as in Houdini. During the export the BRDFBump is created and the settings are applied to it. I think it's possible to add it in Houdini too. But the material will get one more tab with all options of Bump material.
Thanks for the answers, i guess it was mostly the inconsistency with alsurface node. Not very important though for us and it seems that consesus is that its fine without so im ok with it. Thanks
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