sometimes I use the render2texture funktion in max to generate Normal maps. In the past, I have always used the scanline renderer for such a task.
But now I would like to use VRay for this. But unfortunately, everytime I use VRay for R2T, all I get is a pure purple texture.
I know that I have to use the ‘VRayBumpNormalsMap’ as a Texture element instead of the the normal ‘NormalsMap’ . But it does not work anyway.
note that if you render to texture…the render view will display the primary buffer which is the RGB only. But the saved file will be the normal map. Also if you use vray framebuffer you can chose a dropdown to display normal map.
Works for me also… note that if there isn’t any bump map applied to the VRayMtl material of the object, it will look flat. This is because the normals are calculated relative to the texture space, and in the absence of any bump mapping, this is the same as the RTT screen space.
unfortunately I am not familiar with the technical background of a renderer. I did not understand what you have ment (I am very sorry!!!)
In the R2T window, I checked the “render to files only” option. And the file looks purple (just solid purple).
I thought that the normal map is calculated by the topological “difference” between 2 objects. So I do not have to apply any materials to the low or high object in order to be able to generate the normals map. Is that correct?
Do I have to add VRay Materials to them BEFORE the R2T task? And why do I have to add a bump map before the R2T action?
I have attached a test scene to this posting (max2009). If someone wnates to have a look at it … I would be very happy.
If you want to calculate the difference between two objects, you’ll have to use the scanline renderer; the V-Ray render elements don’t provide this functionality yet.