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Vray for Maya 3.3 normal map looks different than 3.1
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V-Ray now supports by default the color management functions for File nodes in Maya 2016; try setting the color space of the File texture to "Raw" or just disable the color management and see what happens. You can also disable color management for V-Ray specifically by setting the environment variable VRAY_TEXTURES_USE_SYNCOLOR=0
Best regards,
VladoI only act like I know everything, Rogers.
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Vlado, maybe this is a question you get a lot (I can't find the answer already in the forum), but does this mean with VRay 3.3 for every texture map going into bump or any other value based slots we put Maya's color management to RAW?Maya 2020/2022
Win 10x64
Vray 5
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Originally posted by snivlem View PostVlado, maybe this is a question you get a lot (I can't find the answer already in the forum), but does this mean with VRay 3.3 for every texture map going into bump or any other value based slots we put Maya's color management to RAW?
Best regards,
VladoI only act like I know everything, Rogers.
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Well, in theory, we can use the shading graph to see where the texture is attached. But we haven't investigating this yet, since the graph may be complicated and it will need more testing to see if it works well. Another option is to return to the old behavior with the env variable VRAY_TEXTURES_USE_SYNCOLOR=0.V-Ray/PhoenixFD for Maya developer
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Both interesting ideas.
I think it would make sense to assume that a map plugged into a vraymtl driving a value based attribute (ie reflection glossiness, bump map) then it shouldn't be treated as an srgb. How that would work though is beyond my scope!Maya 2020/2022
Win 10x64
Vray 5
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People often have the same map plugged into multiple places - f.e. a color map used to drive the diffuse color, and after some color correction nodes, it can be used to drive bump mapping. What then?
Best regards,
VladoI only act like I know everything, Rogers.
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I can't notice any change in render when swithing Color Space on the file nodes. Maya Color Managment is enabled.
When set to sRGB I would expect to get the almost the same result as adding a Texture Input Gamma attribute and setting it to 2.2.
Am I thinking wrong?
Running Maya 2016 ext1 sp5.
-- Erik
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