could someone please explain how I can use a hdri map to make objects reflective.
The link I found in another post was broken -- is there a good tut somewhere on this subject.
Any links to giving my aluminum material a typical metal contrast with highlights
without affecting my backround would be extremely helpful
In my opinion the software would benefit if the basic textures have good material specific textures attached by default.
your shiny objects in the making materials tut have a hdri reflection however there is no explanation how this has been attached. Am I overlooking something here? Please explain…
You can set two kind of environment at the Vray Options → Environment: GI for GI lighting and Background for all visible issu like reflection/refraction/background. The next release will support independent maps for each.
You can use every image for lighting - LDR or HDR. Search at this forum and you will find texture and HDRI links. Also use google and search HDRI+free or only HDRI.
HDRIs are good for soft lighting, but avoid strong local high intensities, this cause noise and long render times. If you use HDRIs, that use a blury one for GI lighting and a sharp version for the visible background.
Yes, to low dynamic will wash out the image. But on the other side, if you use the full range of a LDRI, than it is not so bad - 1:255. Additional you can blow up the contrast of a LDRI per texure gamma override at value below 1.
Micha’s right, an LDRI wont ‘glow’ like an HDRI reflection map. Here’s a simple one that I made in V-Ray that creates some decent reflections for jewelry related renderings. It works best on the env map channel vs trying to use it as a GI solution. It would need to be pre-blurred. hopefully it’ll help or at least get you started.
btw, to make that map, i just made a few planes, created an emitter material and applied it to the plane. rendered it at 800x400 and saved it as an HDR direct from vray’s VFB. while this isnt the most perfect form of true to life lighting, it does a pretty dang good job for reflections on metals.
You’re welcome, and thanks. Gary Baines actually made that model in the sample so I can’t take the credit for that one. As for the visopt problem my guess is you might be using vfr for 3.0 and not vfr for 3.0 SR1 ? Not sure if that would fix that problem or not. Joe or Damien might be able to answer that one better.
I think Travis hit the nail on the head. In the vfr4 and vfr3 sr1 releases there were new options and parameters that were added. Because of these newly supported options the vismats that are created with the new releases will probably not be read by the older version. Simple solution…upgrade
Yeah - we’re planning a minor release in the next month or so to get VfR3 SR1 and VfR4 on the same ground. Unfortunately we released VfR3 SR1 just late enough to catch a few things that needed fixing. Sorry for the inconvenience.