There appears to be an issue with using "noise" as a reflection map in VRSU and Material Studio. The black and white areas of the noise map are not recognized as reflective and non-reflective areas. The white areas of the noise are 100% reflective (as they should be), but the black areas of the noise seem to be producing bright white specular highlights (these areas should be completely non-reflective).
As an example for comparison:
- In the material studio create a new VrayMtl
- Add a new reflection layer to the material.
- Under the reflection rollout Click on the reflection map slot.
- Change the reflection map from "fresnel" to "checker"
and set the u and v repeat values to 2 and apply.
- Update Preview
See how the white checkers are 100% reflective and the black checkers are non-reflective. This is correct. All maps containing areas of black and white should behave this way. The noise map however does not.
As an example:
- In the material studio change the reflection map from "checker" to "noise"
and set the u and v repeat values back to 1
- Click update on the preview to show the noise pattern (should look cloudy).
- Now set the bias to a higher number, say... 128.
- Click update on the preview again. There is now distinct white and black areas.
- Set the noise size to 12
- Click apply
- Click "update preview" to render
See how the white areas of noise are 100% reflective and the black areas show up as bright white hot spots. This is incorrect, the black areas should be non-reflective. I've also tested this using a bitmap of a noise pattern with black and white areas. It worked correctly with white areas showing up 100% reflective and black areas 100% non-reflective. So there is an issue with the "noise" map.
Is there any reason that this happens and is there a way to resolve it? Or is it just a glitch, perhaps to be fixed in a later release? ;D
As an example for comparison:
- In the material studio create a new VrayMtl
- Add a new reflection layer to the material.
- Under the reflection rollout Click on the reflection map slot.
- Change the reflection map from "fresnel" to "checker"
and set the u and v repeat values to 2 and apply.
- Update Preview
See how the white checkers are 100% reflective and the black checkers are non-reflective. This is correct. All maps containing areas of black and white should behave this way. The noise map however does not.
As an example:
- In the material studio change the reflection map from "checker" to "noise"
and set the u and v repeat values back to 1
- Click update on the preview to show the noise pattern (should look cloudy).
- Now set the bias to a higher number, say... 128.
- Click update on the preview again. There is now distinct white and black areas.
- Set the noise size to 12
- Click apply
- Click "update preview" to render
See how the white areas of noise are 100% reflective and the black areas show up as bright white hot spots. This is incorrect, the black areas should be non-reflective. I've also tested this using a bitmap of a noise pattern with black and white areas. It worked correctly with white areas showing up 100% reflective and black areas 100% non-reflective. So there is an issue with the "noise" map.
Is there any reason that this happens and is there a way to resolve it? Or is it just a glitch, perhaps to be fixed in a later release? ;D
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