When working on sandblasted material I noticed that my 1k and 4k square renders had a huge variance in appearance. I found that it is the bump in the material. At 1k it does not seem to consider it, at 4k it is spreading the light how I would expect it. This has been an ongoing problem (I have seen this in at least since Vray 3.4 in Maya 2015), currently working in Maya 2018 with Vray 3.60.03. We've seen this repeatedly across multiple projects over a few year, usually fixing it by relying more on Reflective Glossiness than bump. But for certain materials the bump is paramount.
At our studio all our client renders are required to be 4k square, we light the images while IPRing at 1k so this is an issue, we need our IPRs to match closer to the final image. This also is an issue when we move to animations that are usually 1080, again resulting in less light spread on specific materials than desired.
The material in question uses a Maya Leather procedural set to a very small size to create the surface grain, with the bump multiplier at .002.
I've done some tests to see when these variations occur. If I use Maya's post scale on the camera and reduce the size to 25% the size of the subject in the render matches the 1k render but the lighting/material matches the 4k render. Alternatively, if I zoom out the camera to reduce its pixel space to 25% the lighting/material matches the 1k render. I have tested this with a Normal Map instead of a procedural map as a bump and found that the same issue does not occur, it renders the same at every resolution.
I'd appreciate any insight into this.
Thanks!
At our studio all our client renders are required to be 4k square, we light the images while IPRing at 1k so this is an issue, we need our IPRs to match closer to the final image. This also is an issue when we move to animations that are usually 1080, again resulting in less light spread on specific materials than desired.
The material in question uses a Maya Leather procedural set to a very small size to create the surface grain, with the bump multiplier at .002.
I've done some tests to see when these variations occur. If I use Maya's post scale on the camera and reduce the size to 25% the size of the subject in the render matches the 1k render but the lighting/material matches the 4k render. Alternatively, if I zoom out the camera to reduce its pixel space to 25% the lighting/material matches the 1k render. I have tested this with a Normal Map instead of a procedural map as a bump and found that the same issue does not occur, it renders the same at every resolution.
I'd appreciate any insight into this.
Thanks!
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