V-ray questions
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damien,
any word on vfsu for mac?
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Solo. Would you mind sharing your grassy worm?
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Sure thing, it's bit heavy as it has a large texture and a SDS form.
I included the displacement map incase Vray does not automatically map to it.
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Thanks. I haven't tried to displace grass yet. But I liked your sample.
Was curious to how the displacement looked like. That's a PS noise generating filter, right? -
That's a map I got online with the grass when I was looking for a displacement example in order to learn.
I have been playing around using PSP making my own noise maps and concluded that the finer the noise the thinner the blades and visa verse.
I also tried squares and dots and they create some really cool effects, especially using a variety of grey shades one can get varying hieghts. -
Using the above displacement map I mapped another texture onto a low poly sphere and it turned out pretty good, I did use 'soft focus' in PSP, I believe it's called 'Bloom' in PS.
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The rug and fur displacement looks the best. I've yet to see a grass displacement that works up close, But it does work for smaller patches seen further away.
DOF:
You must use Physical Camera.
The "Override Focal Dist." only takes inches as it's unit values. Nomatter what the model settings are.
Once you've set the focal distance, adjust the F-Stop until you get what you want in focus in focus, and adjust Shutter Speed or ISO to compensate for changes in lightTip: while you dial in your DOF, render small and use "Override Materials" under the General Switches flyout to cut down render times.
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@thomthom said:
Tip: while you dial in your DOF, render small and use "Override Materials" under the General Switches flyout to cut down render times.
good tip thom.
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just wanted to correct thomthom there, physical camera is not necessary for DOF, it works with both cameras
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@unknownuser said:
just wanted to correct thomthom there, physical camera is not necessary for DOF, it works with both cameras
Whoops! It does?
I stand corrected. -
ThomThom, if you want, you can asnwer here my ASGVIS forum post about the bump across window panes... the blend of two noise maps didnt work
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Did you try to set the noise to world co-ordinates?
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oops, it was not you, it was Jackson who was helping me with this problem at ASGVIS forum...
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@thomthom said:
you can help me of course, since I am failing miserably at achieving the necessary result
here is the ASGVIS thread
http://asgvis.com/index.php?option=com_smf&Itemid=90&topic=6024.0but you can answer here
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I did some quick tests.
I found that I had to put all the faces that makes up the glass into one group/component. If each glass was an component instance they'd get the same distortion. Didn't find any way around it other than exploding all the glass faces.
Below is a test render.
The Bump map is the default Noise map where I set the Size to 50.
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Cool glass distortion thomthom, I used the same technique for making high gloss malamine panels.
- off topic * I see your pro version has expired, mine expired beginning of March (beta test license)
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A slight variation:
Bumpmap: Blend
- Texture A: Noise - Size: 50
- Texture B: Bulge
Blend Ratio: 0.25 (75% Texture A)This just add the slight bulging which you often see in windows.
@solo said:
- off topic * I see your pro version has expired, mine expired beginning of March (beta test license)
Yea. I have Pro at work. But not at home. While I've been testing Windows7 I've installed the Pro version, giving me 8 hours of Pro playtime. But that's a while since it ran out now. I should get the Pro. But I also want to buy the Arroway collection package. I did buy V-Ray for my home computer last month . (New Your trip didn't happen ) But this month I bought myself a new bow which I'll pick up when I go to London next week. But that means not more fun stuff this month.
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