If you apply a texture to a dome light with what 3ds Max calls "explicit map channel" (i.e, UV coordinates), V-Ray CPU just grabs the top-left coordinates of the image. That seems sort of reasonable; dome lights don't actually have any UV coordinates. But V-Ray GPU however uses some other projection method and I cannot reproduce it in V-Ray CPU.
The projection used by V-Ray GPU is similar to a mirror ball projection, but not exactly the same. I want to recreate exactly the projection used by V-Ray GPU in V-Ray CPU, but I have not been able to do so.
I have attached a scene and some renders demonstrating the issue.
The behaviour is the same in V-Ray 6 and 7.
Any suggestions?
The projection used by V-Ray GPU is similar to a mirror ball projection, but not exactly the same. I want to recreate exactly the projection used by V-Ray GPU in V-Ray CPU, but I have not been able to do so.
I have attached a scene and some renders demonstrating the issue.
The behaviour is the same in V-Ray 6 and 7.
Any suggestions?
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