Im creating some seat perforations, and I need to have a bump map holes option for medium shots, and a displacement option for closeup. The bump option is where I'm having an issue.
The shader is setup with a suede shader base, going into a bump shader for the holes. Ive had to use the Maya projection method because Im using a tiled circular ramp for the holes, and the Vray triplanar ignore the "stagger" option in the maya 2d placement texture which I need to make the perforations sit in an offset way rather than in a perfectly parallel lines. This all works fairly well, until I try to add a darker shader in the blend shader, over the top of the suede, using the perforations map as a mask. This would have the effect of faking some more depth and darkening the holes. The problem is, the map is totally ignored when used in the blend amount on GPU. Ive attached render of the same shot in CPU and GPU. The image on the left is CPU....Ive flipped the colours so its clear what is happening. The same setup, just switching from CPU to GPU CUDA.
(I wont get into why the CPU render was WAY more tiled, and also had inverted normal maps....thats a consistency conversation for another day)
Im using Maya 2018 and Vray Next 4.30.01
The shader is setup with a suede shader base, going into a bump shader for the holes. Ive had to use the Maya projection method because Im using a tiled circular ramp for the holes, and the Vray triplanar ignore the "stagger" option in the maya 2d placement texture which I need to make the perforations sit in an offset way rather than in a perfectly parallel lines. This all works fairly well, until I try to add a darker shader in the blend shader, over the top of the suede, using the perforations map as a mask. This would have the effect of faking some more depth and darkening the holes. The problem is, the map is totally ignored when used in the blend amount on GPU. Ive attached render of the same shot in CPU and GPU. The image on the left is CPU....Ive flipped the colours so its clear what is happening. The same setup, just switching from CPU to GPU CUDA.
(I wont get into why the CPU render was WAY more tiled, and also had inverted normal maps....thats a consistency conversation for another day)
Im using Maya 2018 and Vray Next 4.30.01
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