Hi Everyone,
I'm not sure if this is a V-ray or maya workflow problem but I thought I'd raise it and see if anyone else is suffering the same issue.
Having watched the last mastering lighting tutorial I tried to put some of the theory into practice in Maya. The basis of the tutorial is using Vray Dirt to control a variety of attributes, I have done this before but never to this sort of extreme. There is a way of boosting it but I'd like to understand why such a workaround is necessary.
I understand that the Vray Dirt uses render time subdivs so to use it to then drive shader attributes creates some confusion. I ran into an issue straight away with remapping, using the outcolour to drive the UV of a ramp with the aim of creating a hard mask (black and white, no gradient). But it seems I am incapable of producing such a mask, there are always grey areas, not strictly black and white, see attached.
Does anyone know why this is?
Thanks,
-K
I'm not sure if this is a V-ray or maya workflow problem but I thought I'd raise it and see if anyone else is suffering the same issue.
Having watched the last mastering lighting tutorial I tried to put some of the theory into practice in Maya. The basis of the tutorial is using Vray Dirt to control a variety of attributes, I have done this before but never to this sort of extreme. There is a way of boosting it but I'd like to understand why such a workaround is necessary.
I understand that the Vray Dirt uses render time subdivs so to use it to then drive shader attributes creates some confusion. I ran into an issue straight away with remapping, using the outcolour to drive the UV of a ramp with the aim of creating a hard mask (black and white, no gradient). But it seems I am incapable of producing such a mask, there are always grey areas, not strictly black and white, see attached.
Does anyone know why this is?
Thanks,
-K
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