Hi,
how do I set my BumpNormals, so they are outputted in the BumpNormals-RenderElement?
Or do I just write them manually in the traceForward()-method?
Aya~
Hi,
how do I set my BumpNormals, so they are outputted in the BumpNormals-RenderElement?
Or do I just write them manually in the traceForward()-method?
Aya~
Yep. This is what VRayMtl does also. V-Ray itself is not aware of what normals you will be using in your material.
Best regards,
Vlado
Okay, but then I have an other problem.. ![]()
I wrote the material using Vray Sp2 for Max 2009.. I transformed my normals like this:
VR::BSDFSampler* VRayScanlineMtlBase::newBSDF(const VR::VRayContext &rc, VR::VRenderMtlFlags flags) {
Point3 bumpValue = bumpMap->EvalNormalPerturb(sc);
bumpValue *= ((float)bumpStrength * 0.005f);
sc.SetNormal(FNormalize(sc.Normal() + (sc.backFace ? -bumpValue : bumpValue)));
//[... other BSDF Init Stuff]
}
and it works all fine.
But in Sp3 now, when I connect an VRayDirt to my Diffuse-Color-Channel, the dirt is ignoring my normal-transformations… in Sp2 it’s working, in Sp3 not… why? What’s the difference?
(With a normal Max-StdMaterial it’s working in both.. Sp2 and Sp3)
Aya~
I’m not quite sure, but you have the sources of VRayDirt in the SDK, so you can debug it and see what happens.
Best regards,
Vlado