Cafe Bawag

Cafe Bawag

Is in Max the reflection intensity limited too?

Cafe Bawag

@Micha:

well it depends, when you stick to vray materials, the highest intensity is a 255/255/255 white in the reflection slot, which is influenced by ior in conjunction with fresnell and the refraction of the material (the more opaque, the more reflective, the less transparent). However you can also use a standard max material with a vray reflection map applied to the reflection slot and in this case you are able to boost reflection further on if i remember right…

Andy

Cafe Bawag

Andy, good to know, so Vray is not the bottle neck, it’s the interface. I hope Corey will give it free. :wink:

Cafe Bawag

well, i am not sure if I made it clear enough, the enhanced functionality of the reflection settings are actually part of the native 3D studio material not vray, so it is not an interface issue. Anyway I have not used this functionality for a very long time, because i am content with the vray material since it`s support for separate ior settings for reflection and refraction.

Andy

Cafe Bawag

What did you mean with “native 3D studio material”? The vray engine is the same, so it should not be a problem to use higher values at Rhino too or?

Cafe Bawag

My focus right now is on procedural textures…and ramp is one them. So soon enough that will be entirely possible

Cafe Bawag

I’d say about 90% of the actual “VRay” in VRay for Max is available to us. A lot of the limitations is that we do not yet have interface for some features. We’re very close with materials, but we are still lacking some things.

Cafe Bawag

I attached a screenshot of 3D studio. The parameters which affect the reflection are marked red. Although these settings are no vray and vray is the renderengine, they still influence the outcome…

Andy[/url]

Cafe Bawag

The reflection map will be available once I have procedural textures worked out. The reason that reflection map is no available now is because its spot is taken with the vray TexFresnel. However, since I’m working on pulling that interface together I will restore the ability to put whatever map you please on it. Keep in mind, the “M” that used to be next to “Reflection” in our interface is actually the exact same “M” as is next to “Reflection Filter” now. The ability to put a reflection map on has never been allowed due to the reason above. This will all change as soon as the procedural texture stuff is straightened out. This means the user will be able to decide whether they want to put a TexFresnel on as a reflection map, or if they want a Ramp, or whatever else. I hope this makes sense

Cafe Bawag

Joe, could you unlimit the reflection intensity please? Often I use now higher ior settings, but it is not what I want. :wink:

Cafe Bawag

I allow exactly what VRay allows for the reflection. A color with a max of 255,255,255. If your refering to the map, that soon will be available. This is not one of the things that just requires interface.

Cafe Bawag

I promised to post my settings and scene setup. Here you are:

settings

screen capture

wire

ghost

shaded

rendered viewport

Cafe Bawag

Hello Pif,

looking at your cutout people i am wondering, did you do them yourself?

Andy

Cafe Bawag

vcube,

those are 2D bitmap people from got3D. I put them on flat plane in Rhino and in Rendered viewpoer I drew polyline around them and trimmed the plane with this polyline. AFAIK V-Ray doesn?t allow texture masking using clipmaps so this was the only way haw to create true shape 2D people without white rectangle around them.

Cafe Bawag

well, i thought so… I am just thinking these might be quite usefull for me too :wink:
I guess there is quite a lot of work involved by manually tracing, I wonder if there are any tools to automate this. I remember on the vray forum there is a thread to do this for opacity mapped leaves on trees, since these take insane amounts of time to render in vray. I think i will check this out.

Anyway it would be also nice if we (vray4rhino users) could maybe build a “library” to share such things, of course in this case each participant must have licenced the got 3d stuff…
This way each of us could do e.g. 4 people and they would probably sum up very fast…

I will make up my mind how we could possible do this…

best regards

Andy

Cafe Bawag

… the opacity stuff can be done per transparency map now. Only one problem I have in my last tests: white seams around the edges.