With the scan line render and the double sided it looks right ..when I go to Vray … double sided no reflection its full of holes…
I turn on the force two sided….
Ummm any suggestion?
With the scan line render and the double sided it looks right ..when I go to Vray … double sided no reflection its full of holes…
I turn on the force two sided….
Ummm any suggestion?
can you post a pic of your problem?
This issue is discussed at vray.info ![]()
http://vray.info/entry.asp?entryID=30
has nothing to do with my Question …well somthing not really …
its a odd think stanadard…mat ..works and the v ray mat no …
also …
got a tone of obj’s…max dont really like them and crash bring them to maya…then use the filmbox exporter to max they look great …keep the name everything
but its tiney ..!! tiney …try to world rescale and not everything scales the same …and getting odd little whoo haaa…got any thought on …max scale ???
ok doke
Like flipside said…
Post a pic or something :?
--Jon
I´m getting this problem also, everytime i try to render a scene with some polygons whose normal are pointed inwards ( not facing at the camera) they just won´t reflect a thing! ![]()
this is only when i use the vraymtl, with the standard material it renders normally.I also tried with the 2sided material (can´t remember the name now) as root material with the vraymtl as front/back side materials but it was unsuccessfull again.
Anybody knows the solution for this problem?
Is this a bug in vray?
Again, someone post a picture or a scene…
PICTURE
http://www.3dluvr.com/dude/SECTIONS/temp/bad%20copy.JPG
hear the basic problem …
it happens with bolth the materials…
standard and vray mat
Try adding a “Normal” modifier and unify the normals.
look
I dont think you looked …
its Reflecting …
the top layer…
but not the bottom layer of the shellac
nice attitude…
Of course I looked, and it looked like several of your faces had flipped normals. This can happen when you import models from other formats. Can you post the maxfile and I can take an even closer look.
sorry for being short…
umm but you the top layer reflection is fine…
thats what doesne make sense…
its somthing with Vray not the model
well it has flipped ..faces…
but is should be able to get reflections out of it ..
eveything is 2 sided…
eveything…
reflect back sided…
force 2 side…
If you post (or email me if you don’t want it public) the model I can take a quick look at it.
yeah I singed a no disclosure…
I cant had the data off to anyone…
umm
I can try to recreate it…
ok egz, you suggest to apply a normal modifier on top of the geometry, but i need to reflect on both sides of the geometry, that´s my problem. Does a solution exist ?? cause i can´t figure it out!. I´ll post a render showing my problem later. And thanks for reply btw
Let me guess, that is modeled in Rhino?
10 points for you RErender, my model was done in Rhino and exported
in .3ds format and looking at asasasddd´s pictures i can guess his model was done in Rhino too.
:), I don’t use rhino, but from what I have read here is that if you export to obj then import into max your problems should be gone. Hab has a very stable importer at http://www.habware.at/duck4.htm
Use npowers powertranslator. I just downloaded and tested a demo version and it’s a best tool i have ever used. I transferred very large and or very complex models (with which I had real troubles exporting to 3ds before) and it did everything great.
The thing is it exports as surfaces and not as meshes. So the file is some kind of new surface type in max. Before rendering it creates the needed meshes (as in rhino) but in a very intelligent way, so it’s really quick and amazingly accurate.
http://www.npowersoftware.com/trans/trans.html
About the obj type, I can’t seem to export as obj. But after all, that power translator is the best and very easy and most likely the fastest solution.
Thanks for the tips, i´ll try them and post the results later.