I want to achieve the typical look of rim lighting on cloth in the V-Ray Mtl Self Illum channel but only affected where the surface is receiving direct lighting. I used to do this occasionally with Maya Surface Luminance node and other renderers, but this is the first time trying in V-Ray. I added a Surface Luminance node to my shading network piped through a few nodes and into the Self Illum channel. This is giving me the desired result but strangely it is blowing out the V-Ray Lighting RE, of all things. Self-Illum pass and other passes look good, just the Lighting pass is bad.
My shader looks like this:
Any ideas on how to get this to work without blowing out the Lighting pass? Or is there a V-Ray equivalent to Maya's Surface Luminance that will do this?
Thanks!
-Brian
My shader looks like this:
Any ideas on how to get this to work without blowing out the Lighting pass? Or is there a V-Ray equivalent to Maya's Surface Luminance that will do this?
Thanks!
-Brian
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