Vray reflection mapping
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Hi sketchucation friends. I would like to get this kind of reflections:
It seems that sun only reflects some parts of the texture (see walls and floor wood), reflections are in a not uniform way. Is possible to make something like this in VrayFSU? how? I've tried to put a reflection map (made by me, something like a bump map image) in reflection "m" slot, but i don't get anything. Many thanks for your help
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Ibon, I have the same issue.
I had a studio stup and needed to get some reflection on some glass an chrome, so I inserted a reflection map and also got nothing, I did not want a backround map, nor an atmosphere map, all I wanted was some reflection on the shiny bits.
I tried all sorts of multiplier values without success, so Guru's please help.By the way the above render is awesome so far...
Is this the Evermotions competition model?I did the conversion and it ended up being 8MB, what size was yours?
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Hi Peter. I think i haven't explain my problem very well, sorry for my english, i have to learn more about the language
My problem is that i don't want my materials to shine at an uniform way. For example, a wood use to have unperfections and when it receives the Sun only a few parts of the wood shine. I want to create a texture that says to vray what parts of the wood have to de affected by the sun and which not. Like specular map or something like that, i don't know how to call it.
And the same for walls, tell vray that the light has to understand that there are some parts that due to material's natural imperfections aren't going to shine like others that are close to them. To give more realism to textures, to behave more close to real life.But i'm very interested on your problem too, i haven't tried that yet, and it would be a great help for me too if someone tell us how to solve it.
P.D.: I bought your Sketchup 3D Garden pack yesterday and it's really good! thanks for such a good work. Whaiting for the next release...
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@solo said:
I had a studio stup and needed to get some reflection on some glass an chrome, so I inserted a reflection map and also got nothing, I did not want a backround map, nor an atmosphere map, all I wanted was some reflection on the shiny bits.
I tried all sorts of multiplier values without success, so Guru's please help.Even as high as 20000-50000? If you use physical camera and use any map for GI/Background/Reflection/Refraction you have to have very high values for non-HDRI bitmaps.
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the bottomline is whenever you try to do an experiment, nor in follow the manual values. you should turn off the physical camera. for the assumption used in writing those tutorial is without sun and physical camera. this is really one of the frustration. whilst in vray 1.5 this one has been addressed in comparison with vray1.0
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Thanks Thomthom, I was being conservative with values between 1 and 10
I am also a little green when it comes to 'physical' camera, I do not understand the language of camera's and what all those option mean or do, my scenes are always dull and washed out.
Ibon, I'm sorry I never understood you question.
I would assume using a reflection map linked to texture would be the only answer, but if the texture only has a bump map then you would need to make a reflection/specular map from it.maybe this will help to make one: http://www.3dtotal.com/team/tutorials/leafproject/leaf_6.asp
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@ibon said:
Hi sketchucation friends. I would like to get this kind of reflections:
It seems that sun only reflects some parts of the texture (see walls and floor wood), reflections are in a not uniform way. Is possible to make something like this in VrayFSU? how? I've tried to put a reflection map (made by me, something like a bump map image) in reflection "m" slot, but i don't get anything. Many thanks for your help
Do you only have a reflection map? Have you tried applying a bump map to your material? I'm not sure about this, but isnt' the variance of the due to the uneven surface reflecting the light in different direction?
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@solo said:
I am also a little green when it comes to 'physical' camera, I do not understand the language of camera's and what all those option mean or do, my scenes are always dull and washed out.
Same here. But I'm slowly starting to understand what does what. I prefer to use Physical Camera.
The default VRay settings can often make things look washed out. A quick-trick I do often is save the render in 32bit colours and adjust the levels or curves in PS. -
Btw, did you add the reflection mapping in the Reflection Map slot or the Filter slot?
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Reflection slot, you can add in filter slot?
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Just to point out. There's a difference between the Reflection slot in the Maps section and the one in the Reflection layer.
The Maps reflection is to override what the Reflection layer should reflect. The Reflection layer controls how the reflection should behave.
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Ibon andSolo,
Try to increase the multiplier of the reflection slot to 30000 or higher.
You should be seeing some results..I don't think however VfSU can produce an image as the example here. Therefore we would need a Sun object in a HDR combo , a thing that is virtually impossible in the sketchup version.
A lot of people asked to have a 'posable' sun object, but somehow Asgvis considers it not possible to implement.
It would be the solution for a lot of sun/sky light trouble though. -
@kwistenbiebel said:
Ibon andSolo,
Try to increase the multiplier of the reflection slot to 30000 or higher.
You should be seeing some results..Don't think it'll help ibon. They don't have the same issue.
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You're right Thomas.
I was a bit too hasty in my response. I described the way to handle reflections in a global way...
Never tried the 'per texture' method so I follow this thread with great intrest. -
Did a quick little test.
I think bumpmap and filter maps would work. The V-Ray manual says that the filter slot is to apply colour to the refletion, but if you use grayscale images it will control the 'opacity' of the reflection as well. It's easier to use the filter slot when you have fresnel reflection map.
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I'm guessing Ibon wants to know how to use specular maps in VfSU. Which is something I'd like to know as well.
Where's FreeAgent when you need him?
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@unknownuser said:
I'm guessing Ibon wants to know how to use specular maps in VfSU. Which is something I'd like to know as well.
Where's FreeAgent when you need him?
That would indeed be helpful.
Not once, I succeeded in getting specular maps in properly using VfSU. I tried numerous times setting up a decent arroway material (they come with spec map) but never with the desired result. -
Sorry for my late answer. Thanks all for your interest and help. I have never used the "reflection per texture method", so i'm learning a lot in this thread. And yes, stinkie, that's exactly what i'm looking for, i didn't know it's name (specular maps). I have some arroway materials too kwistenbiebel, and they are the reason of my search. They came with diff, bump/disp and other one (now i know it's specular), and i wanted to know if it's possible to use in VfSU. Sorry again not for being clear when speaking english
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Ibon, I have an old post on asgvis, about specular maps, but for some reason, I can't access the site. But,I can tell you where I put specular maps, and it's fine. First , make a reflection layer for your material, then, go to reflection/M/(here you have fresnel)/put your map in the "fresnel color"
I recommend you to use just reflections and specular without bump, to see if it's working. If it's OK, then you can use bump too!
Good Luck!
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