Can no longer render background self illumination plates.

I feel like I am taking crazy pills.

So, I’m starting a new interior scene in Max 2018 Vray RT (latest version of both) and I realise the background plate I almost always use (from a Evermotion scene) is rendering as grey.

But I knew it worked in my old scene - so I go back to the old scene (attached images) - in both 2018 and 2015 (the scene it was created in) - and sure enough, although the scene was orignally rendering fine, it seems like Vray has broken, because the background is rendering flat grey now.

It’s simply a cylinder with a self illumination value of 6.

You can see the old render, rendered correctly, and the quick grab I did after starting it again with what is a later version of Vray.

What’s happening??


Hey JD,
did you set the mapping type to standard? I had something similar with a sky dome I use pretty often.
Best Regards
Olaf

Which mapping type? This is just a self illuminated material on a cylinder outside the room, not a sky dome with hdri

Hello,

Could you share the scene here or with our support ? Just the cylinder with the self illuminated material and some simple geometry for the room should be enough.

Also could you write exactly which version of V-Ray are you using now and in which the backplate worked as you expected ?

Best regards,
Yavor

My sky dome was also just plain geometry but with a VrayHDRI Map mapping type spherical. And this is not rendering with GPU only 3ds max standard.
Best regards,
Olaf

Here is the file and image background

Please note that during the lightcache phase you can see the image through the windows, but once the rendering phase begins the image is grey.

I was curios, tried you scene and had the same bug. (max 2018 + vray rt 3.60.03). But it’s gone when turning off the direct illumination checkbox in the vraylightmtl. Or when using a vraymtl and put the map in the self illum slot with gi on is working here. Seems like a bug.
Best regards,
Olaf

It’s not a bug. It’s just that now the Indirect Illumination toggle is working in GPU and it turns the geometry into a mesh light but mesh lights in GPU don’t support texturing. Just turn the option off and you should be fine (it was always off in GPU before).

I tend to think of things that don’t work properly between ADV and RT as bugs, especially when I am taking assets from one scene to another. Is there any way this can be flagged or adjusted by VRAT RT to avoid this kind of confusion?

Can firm - it does work!