Vray2Sided Lamp [attached]

For a while I wanted to create a lamp like this. Finally I found time to make it, and thought why not to share it. Enjoy :wink:

Edit: Re-uploaded the file
Download Skp Model File

Night Time Render

Day Time Render

Reference Image

Re: Vray2Sided Lamp

Wow 40th, really nice work! :slight_smile: Very generous of you to attach the file and material, they render perfectly.

Re: Vray2Sided Lamp

wow ver generous indeed. thanks mate. that was agood one.

Re: Vray2Sided Lamp

I have noted you have Vray version 1.6.16. Is this now official download? If it is how do I upgrade?
It seems I have 01.05.30. as last version.

Re: Vray2Sided Lamp

Great Job!

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Still in Beta.

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Thank you all for your kind words. Hope you’ll find it useful.

That isn’t a VfSU version, but a V-Ray core version. I also use the latest VfSU, 1.5.

Re: Vray2Sided Lamp

That number is actually what 40Th, that is the version of the main core program that we received from Chaosgroup . The current VRfSU version is 1.05.30.

Best

Re: Vray2Sided Lamp

Thanks for sharing 40th, it looks great!

Re: Vray2Sided Lamp

OK…thanks for the info.

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40th.
thanks for sharing!!! you’re the best!!! :wink:
Do you mind save your model to SU6?? or could you share the lamp fabric material setting?
Thankyou!!!

Re: Vray2Sided Lamp

Nice job 40th!

I’ve got a few questions, it would be nice if you could explain some settings:

-The lampshade seems to be a little transparent but I can’t find any transparency into the material settings!
-You set the fresnel IOR of the chrome material to 24. Isn’t it simplier to set the reflection to “none” insted of “fresnel” to have a perfect chrome? Can you explain this choice?
-How did you determinate to set the noise threshold to 0.008 for both Image sampler and DMC sampler? And why DMC sampler is better than adaptive subdivision for this image?
-Why did you set only 3 prepass insted of the default 4 ones in the irradiance map settings.
-Why do the omni light is set to “inverse square” insted of the default “linear”

I’m sorry for asking all this question but I try to understand really how all this “mess” (because it’s pretty complicated) works.

Thank you very much for your explanations!

Re: Vray2Sided Lamp

Inverse Square is how physical correct lighting works.

The lampshade is a two-sided material - it’s a special material that acts as thin translucent materials.

Re: Vray2Sided Lamp

Hey Artchung,
I uploaded SU6 version, look at the original post.

Hey WANER_GAROUCHE,
I’ll answer all your question sometime soon, I’m just a bit busy with a project O’m working on. Sorry.

Re: Vray2Sided Lamp

The lamp material isn’t standard material. It’s Vray2sided material, which fakes (behaves like) thin translucent material. I use it also for curtains.

-You set the fresnel IOR of the chrome material to 24. Isn’t it simplier to set the reflection to “none” insted of “fresnel” to have a perfect chrome? Can you explain this choice?
I don’t in this too much. The chrome mat. is the Chrome_shinny which comes with VfSU. I know if you set reflection type to none it behaves as perfect mirror.

-How did you determinate to set the noise threshold to 0.008 for both Image sampler and DMC sampler?
And why DMC sampler is better than adaptive subdivision for this image?
-Why did you set only 3 prepass insted of the default 4 ones in the irradiance map settings.
I used settings that won’t be long on rendering time, but still look decent.

-Why do the omni light is set to “inverse square” insted of the default “linear”
To tell you the truth, except of making this lamp I also tested all three Omni’s decay types. And “inverse square” decay was behaving the closest to what I wanted.

Re: Vray2Sided Lamp

LEGEND

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More reading on Inverse Square
http://en.wikipedia.org/wiki/Inverse-square\_law

Re: Vray2Sided Lamp

you’re super!!! Thankyou!!!

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Thank you for all these answers!

Re: Vray2Sided Lamp

One more question:
How did you put the two gray transparent ribons on both sides of the scene 1?
I tried to search in styles but it doesn’t seams to be there.