Could we get 2xmapping slots & inverted option in the edge tex map?
That way it renders everything besides the edge, so for example when i have a Vray Light material, and use the edge tex, it rendering both surface and edges, surface has the vray color, edge tex gives the edge color…
but if i want to HIDE with opacity channel the surface material so i just have vray light edges, i cant.
Also, if we have a map slot instead of just color, we can assign textures and other good stuff to the edges, and if we have a map slot for the diffuse, then we could still have a mapping for the regular surface and mapping for the edge. Since it only takes the color of the diffuse, putting an edge tex on it removes the option of having textures on it, although edge tex is only affecting the edges.
I’m not sure I totally understand what you want to do -- but if you use the VrayEdgesTex as the Mix Amount in a Mix map or as a mask in a vrayblend material, you can achieve a lot of complex effects.
jea ok, ill try using it as a mask
btw, is there any way in future versions that transparent materials will be able to render faster?
without any lighting or GI it takes over a minute to render a frame of 100greeble objects with a mask texture on the opacity channel…
i tried putting vray edge tex in opacity channel to act as a mask, that works! but using it in vray light material opacity chanel still makes all of object white-
so right now i use a standard material with selfilluminating option and vray edge tex in the opacity--
why not in future have edge tex be able to use textures?
and why not add a self-illumination option for vray material ?
I wish that the edges could be controlled in terms of density (render every n-th loop or % of all the edges though that might produce weird results…). My idea came while doing this fabric rendering that i wanted to show the wireframe, but i have 2-3x smooth so the edges become very dense. Maybe the size of the polygons could be adjusted… Don’t really know what to suggest…