Vray Remap is bugged

Hi,

Using Vray Remap to color correct my textures, it doesn’t work with reflection glossiness/roughness anymore
And testing it now, it doesn’t seem to work with reflection color

This used to work a while ago during Beta, and I have reported that intensity output doesn’t work.. but now color output is bugged as well
I have relied heavily on this texture for building a lot of my materials, so now I’m having a lot of trouble
Also Bezier curve node doesn’t work with reflection glossiness, but works with a light material for example(it didn’t work during Beta, was just testing it now)

Edit, Bezier curve node works with glossiness or reflection color, but playing with the curve doesn’t change anything

Download my shaderball scene here,
https://drive.google.com/file/d/16OK…ew?usp=sharing

In the shaderball material builder, use a Vray Remap(type set to HSV) after any texture you want.. in my case I tested with reflection glossiness here
The point of this is using the value curve to adjust brightness/contrast of my textures, this is how I edit my texture in all renderers or other Vray integrations

Houdini 17.5.293
Latest stable nightly build
Windows 10 1903
Nvidia drivers 436

Best,
Muhammed

All I need is a curve adjustment that works to color correct my textures pls.

Hello, it looks like when material/texture after remap node asks for a float texture, the remap node itself is working on “Value” mode no matter whats set in the UI. I’ll report this, but I’m not sure when this will be fixed, so for now as a workaround just add a “ColorToFloat” after the remap with HSV to use it as a float texture. Or use remap in “Value” mode.
HOU-1176 is the issue track number if you want to check our progress on it.

Thanks Georgy!
your workaround is good for now, I’m not sure if I should change all my scenes to that yet..I will wait

I have talked to you about this during beta, I reported intensity output that was bugged and you told me to use the color output instead
But I’m not sure when exactly the color output broke like what you described

I will use the workaround for now, but I won’t change all my scenes to that workaround, hopefully you guys would be able to fix this soon

Best,
Muhammed