prior versions had different or less... or no limitations. It's changed a few times, so it's hard to keep straight in my head. Currently though, yes, there is a watermark, output size cap, and a few other limitations here and there.
You will need to contact a local reseller. I would imagine that it would not take long for a local reseller to ship it to you. Here is our list of resellers in that country: http://www.chaosgroup.com/en/2/purchase.html?g=5&pID=10
I believe that the 2.0 demo has a watermark from the start. Our 1.6 beta gave you some time before the watermark kicked in, but this is no longer the case.
You would need the create the map to be applied to the sphere and then possibly UVW map it outside of SketchUp, maybe using UVtools and Blender? I dont know. All I know is that mapping a sphere in SU alone is dicey.
I also have this question. The old version scene cann't render correctly in 2.0 version. Use "Regenerate all Vray materials" can solve the question, but that would lose old vray materials settings.
2.0 bump mapping has improved significantly. I would not use displacement on tiles or bricks. Seems like an incredible waste of render time to me. Try bump, trust me.
No. You have 2 diffuse textures essentially stacked. The first is low res and this will be in the upper Diffuse layer. Then you have the hi res as the diffuse layer underneath it.
SketchUp will use the one on top as the texture in your model. So, the trick here is to have that layer as a low res map and tell VR to render it 100% transparent, without the SketchUp window realizing it. We cannot use the transparency color box because this will also affect the transparency in the SU window.
What we do is under transparency apply a AColorTex in the map, then set that color to pure white.
This tells VR to ignore that layer and use the high res one underneath when rendering and because SU doesn't see at any of the VR tex parameters, the low res map stays in the SU window.
This trick is used quite a bit in many scenarios. Example would be if you needed to see a bump map of a texture in order to set the UVW mapping for something like water. It is very important to understand and have this one in your back pocket at all times.
First I want to thanks you guys who helped me, you are great!
I used the group function and worked perfectly, so the function on EDIT SU materials...
But still I have one last issue, as you can see on the image there is a fail between my grass and my floor...any hint to help me? Thanks very much!
PS: do you guys think the grass is good looking? I lowered the scale, but its seems...different from a real grass :S
[image: 2Yzo_aaaaaaaaaaaaaa.png]
I've seen that problem as well. Try using TT Vray Toys plugin. It will initially load SU without Vray, so open your model, go to the plugin and load Vray and Voila you are good to go.
I really don't recommend messing with the power parameter, if you want physically accurate results. The power overrides the IES file's information. It should be left to 0, unless you really know what you're doing. Plugging in random numbers isn't going to result in something accurate, because the IES file already contains the correct information for that particular light. Get a different IES file, and ensure that you are working in the proper units.
Yeah, do as Devin suggests and try the light subdivs first. The other thing is that you are 1.48 which is a pretty outdated version. Not sure if this would change things, but I would consider the upgrade to 2.0
Were you testing 1.6? If so, I would think that because 2.0 is really the final release of 1.6 beta, you have used up the 30 days already. You might be able to contact chaos and ask for an extension to fully test 2.0 I would think.