Is there a way to do this in v-ray?
This is usually a pain for me when i am doing environments, i was trying to mimic this with the bump reflection amount of the v-ray al-Surface.
There is other way to do this in v-ray? Or some other workflows to not loose much detail in filtering?
Here is an example of how i loose detail in 2 diferent cameras.
Is there a workaround for this?
We do not have such a node. From what I understand, Renderman’s node dynamically mixes between Bump and Roughness depending on viewing distance. I think a setup with VRayFalloff nodes (set to Distance) should work (check file and screencap). The source texture is activated for Bump when closer to the object and Roughness (Glossiness in my example) when away from it. Check this example scene here.
There is other way to do this in v-ray? Or some other workflows to not loose much detail in filtering?
Hello!
If you are using Vray 5, there is Sharp isotropic filtering which can be helpful in this situation(used by default in Vray for Maya). And you can reduce filtering multiplier to 0.2 for your bump/normal maps, it will keep high frequency details in your bitmaps
If you disable filtering completely you avoid any smoothing effect as well, bump/normal mapping will be consistent regardless of the resolution you use or how far/close the object is to the camera. Best is to do this on only the surfaces you need
You can also change bump delta scale accordingly, it might be helpful
Awesome guys! I didnt know about the isotropic filtering, there is more materials to read about this Muhammed?
I should use the distance blend in the vray falloff?
Yes, Vlado mentions it here
And it is being used in Maya, with filter multiplier as Alex explains here