Just place all the textures and the vismat file itself in a zip file and upload it. When you upload it will be reviewed by someone on our side, most liikely Corey, and if accepted it will be posted. Currently Corey is in Las Vegas for a convention - so please forgive any delay approving anything that has been uploaded.
- I’ve based it on the standard ‘matt’ ali but with a few tweeks, eg colour, finish etc. It seem to work for me. Having said that I’m open to suggestions on how to improve. :roll:
this is not a problem, it’s just that when I open material window, and do Import material, then select your material, it says that it is not a valid one.
Great.
On that same note,if I save a material with a name,and after that, go in my library and edit the name,it appears to be changed,but when I load it it reverts to the old name.
There is even in the materials that comes with vray materials that exhibit that problem.
Load anyone of the copper material,in a drawing.You will see what I mean.
can’t wait for that SR,especially if it comes with the Physical camera,and environment.
Joe is refering to the VRay sun and sky modual which is much different then the flamingo sky/clouds. If you want more info here’s the like to spot3d’s explanation. There are links to some examples and to the paper that the model is based on as well.
Renee,
Can you post a link on what you mean about aligning bitmaps in the backgroud, so I can take a look at it. I think I know what you mean, but I just want to make sure.
Tx
All that camera stuff should be there in the next sr (95%)
I don’t have a link.But if you do have access to flamingo 1 book that came with the software,take a look page 248-249
When you choose an image for the background,you choose also the projection for that image.
You then have access to real time graphics in plan that show you your viewpoint,and the angle of view,you can align the map with it.left-right-top and bottom.
If you choose spherical,the image is not automaticaly stretch all over a sphere you choose the angle and the rotation.