I`m not an Vray user , but I try VrayFR because I`m Rhino user.
There are my problems when I set-up a studio:
1) I got so “sharp” shadows ( not soft typical for GI type rendering ). Also some parts of the rendering are “burned” when the other ones are dark ?!
I think scene with GI only must look something like this :
( note scene and mats setup here is 15-20 min , all mats are procedural )
How can I get normal natural light in Vray for Rhino ?
2) Where I must add HDRI - I try for environment , but there is no result ( objects reflect their self but nothing from HDRI file ). I change the HDRI file - same thing.
Model on up with HDRI environment in 3DstudioMAX looking like this :
I found some tuts here but they are for VrfR3 , in VrR4 is different.
Even I try the same options just like on tuts my result is disgusting.
I dont know why but my mats looking much more like toon style rendering not like realistic render engine …
Did you disable “default lights” at the global Vray swichtes. The shadow looks like coming from this light.
For GI renderings try the starterkit at the general section. Short hint: GI env for lighting, background env for refl/refr/background until you set the refl/refr env. The GI env is available only if you enable GI at the indirect illumination options.
I try doing the same but if I put blured HDR for GI and other one for Background my rendering looking 100% black ( I increase GI muliyplyer - same thing ).
When I replace GI map from HDR to Sky i got this :
Did you set the HDRI texture at environment type at the texture UI? If you forget it, I do it from time to time, than the environment is one big single colored env.
Studio ground - this is a render engine independent issue. Your mesh settings are to low. Rhino must conver NURBS to meshes for screen view and rendering. If you turn on shaded or rendered view at the rhino viewport, you should see the bad meshed surfaces too.
Short hint for meshing: set all options 0 and set max distance edge surface at a good value (example: if you are working in mm, than set 0.05 …). Use other options if you see problems with the mesh. At the object properties you can enable object based mesh settings.
“Did you set the HDRI texture at environment type at the texture UI?”
No I dont. I just done the things acording your tut for HDRI setup ( where steps are marked with a red triangles ), btw this tut is for Rhino 3.
Hope to find where that option is …
“Studio ground - this is a render engine independent issue. Your mesh settings are to low.”
Ok I`ll try custom mesh for the ground with a low distance NURBS/cover mesh.
I just change mapping of the Environment from “mirror_ball” ( just like on your tut ) to “spherical” ( like on Starterkit ). I still got nothing more than 100% black render.
What you mean typing: “HDRI texture at environment type at the texture UI” ?
UI - User Interface ?
About studio background:
Cover mesh of Rhino did not looking like mesh rendered from Vray , I was thinking Vray is WYSWYG ( What You See is What You Get ).
“If you open starterkit 4 and render it, do you get a black output?” No Starterkit works fine - reflections and self reflections can be seen.
When I use HDRI for “GI” everything becomes black on render at my file.
I put not blured version of HDRI for “Background” to get any reflections/refractions - and there is no result …
Ah, you have a problem at an other file, not the starterkit file.
Is the physical cam enabled? If yes, disable it or change the exposure could help.
What is, if you disable “clamp output” (so you get a HDRI framebuffer output) and adjust the exposure of the frame buffer (enable the little aperture icon and use the exposure control)? Is the HDRI visible at the background?
… yeaaagh ;D !!!
When I switch off “physical camera” reflections are seen … nice.
Result is not so cool but hope to improve the things when replace HDRI.
Which kind of mapping is better for HDRI like yours ( used in starterkit ) - sperical or mirror_bal ?
Spherical maps are 360°x180°, you example is something other with missing parts. If you take a spherical map and use it as texture at a rhino sphere, than it should be complete distortion free.
Mirror ball come from the old technic to shot HDRI by using mirror ball like christmas spheres.
If your images are not spherical/mirror ball, than you get distortions. Your example image could be use at a big cylindrical surface around a scene.