I’ve done this before but I’m not positive if Vray has changed. Wasn’t there any easy way to combine a VrayEdgeTex with a bitmap underneath? It’s driving me crazy…
Use a VrayCompTex map with your VrayEdgeTex either added or multiplied over the top of your bitmap. Or use the VrayEdgeTex map as the mask in a mix map between your bitmap and a VrayColor map.
Thanks.
I just figured out another way - Blendmtl with a Vrayedgestex on a coat then duplicate it to the coat material’s opacity channel. Turn the blend value to 100% white.
I just recall that there was some other way which I was doing this - wasn’t there a Vrayshellac material at one point or is that just my imagination??? It’s been a while…
there has never been a vrayshellac material to my knowledge. Especially since shellac is not physically correct. Though you can toggle the additive mode in the vrayblendmtl for what I guess is the same effect.
I haven’t tested the difference in render time between using a mix map or blend material , although I would suggest blend material is slower as it has to calculate 2 materials instead of one.
I just sort of recall an “easier” way of doing it at one point - wireframe on top of JPG. But it’s escaping me - my memory has never been that good… Thanks for the replies guys.
Use a VrayCompTex map with your VrayEdgeTex either added or multiplied over the top of your bitmap. Or use the VrayEdgeTex map as the mask in a mix map between your bitmap and a VrayColor map.
When I try this method it changes my vraycolor material. Any suggestions?
Sorry, just tried that and it’s a little more complex than I thought. Setup your material with a VRayCompTex map in the diffuse slot. Within the VRayCompTex map put your bitmap in Source A and a VRayEdgesTex map in Source B. Make the colour swatch within your VRayEdgesTex map white and set the Operator in the VRayCompTex map to Subtract.
Now go back up a level to your main material and you can control the colour of the lines using the diffuse colour swatch.
comptex
Thanks. Adding the vrayedgetext in my bump slot accomplish the effect I needed, but I’ll know how to do it the other way now if needed.
VRayEdgesTex
Sorry, just tried that and it’s a little more complex than I thought. Setup your material with a VRayCompTex map in the diffuse slot. Within the VRayCompTex map put your bitmap in Source A and a VRayEdgesTex map in Source B. Make the colour swatch within your VRayEdgesTex map white and set the Operator in the VRayCompTex map to Subtract.
Now go back up a level to your main material and you can control the colour of the lines using the diffuse colour swatch.
Worked like a charm, thanks.