Hi guys, I’m facing a tedious and uncommon issue during creating a “diamond glass shader” which is a specific surface process that makes the glass shine.
The shader is perfect during the very first noisy passes of the progressive preview but I can’t find a way to stop the calculation just for that specific material.
Any ideas?
Thanks!
small time amount - and last but not least - render it separately. Alpha might also be not right at this stage, so you might get an propper alpha either afterwards =)
(I guess it will for surely only work in stills, since this noise is not “sticking” on the surface of course)
I guess you could also try reducing the “Subdivs multiplier” (RMB> V-Ray object properties) of the particular diamond object.
HI, thanks for posting.
You could use the render mask
But again you will have to render twice.
Vray 6.1 - > https://youtu.be/ZAo4UEc0wIc?t=467 just by chance saw this video.. isn´t it there something, that can be useful here?