Hi All, I’m having a bit of trouble with reflected objects bleaching out in an animation I’m working on. This is probably a really simple problem to resolve, but any input would as usual be appreciated! Here’s an example of the problem.
In fact, the reflection of the ceiling isn’t even just bleached, it’s not actually reflecting the same metalic area at all as I can’t see my bump.
Another problem I’ve had again with this roof material is I’m ending up with this…
Well, first of all if you are still using V-Ray 1.47 make sure you have the “Override material IOR” option ON in the Falloff map (and any Falloff maps in general).
Also, does your glass actually have any thickness to it, or is it just a single plane? If it is a single plane, try adding thickness to it.
i don’t know why, and there’s certainly a solution for this, but i’am also getting often splotchies like that when i’am using ward materials. try switch to phong, and increase glossiness maybe.
Changing from ward seems to have fixed the splotches - however it seems to render a lot slower now for some reason! That’s tolerable, but If it could be faster it’d be good.
The reflection problem is still giving me trouble though. My glass has thickness vlado. Any other ideas?
The blotches are gone! This wee strip took 56 minutes to render on a dual 3.0ghz xeon though…my settings must be too high?
I think I might know why I’m seeing a bleached out reflection in the glass - it’s somehow reflecting my supposedly invisible vray light!
Perhaps I also have to select the light and adjust it’s default max properties to make it not renderable? I haven’t tried this yet but hopefully it works…
Perhaps I also have to select the light and adjust it’s default max properties to make it not renderable? I haven’t tried this yet but hopefully it works…
No need to do that, in 1.5 you have to uncheck ‘Affect specular’ to make VRay lights invisible to reflections.