@andybot said:
It's the "size" value in 2.0. Default is 1.0, that's what you want to increase to get soft shadows.
Okay, I'll try it when I get back to PC. Thanks for answering.
One more thing, is there any way I can export just the shadows from vray render? I can export raw shadows from native sketchup Jpeg exports but have no idea how to export shadows from vray. I believe that making blurry shadows in vray will increase rendering times, so I am thinking of doing it in photoshop with the "shadow only" export.
Still not sure what technique exactly will save my time when I have just one PC for the job.
@zimmerkl said:
Yeah grass was added in photoshop, my bump map seemed to be crashing SU.
Bump?
You don't mean displacement? Displacing large surfaces will eat up lots of ram. Large faces should be sub-divided into smaller pieces.
I'm experiencing the same problem (in SU Pro 7.1). The Options Window workaround has no effect whatsoever. A few changes stick (e.g, inversion of a bumpmap bitmap), most are lost, no matter if I open and close the options window and save and reload the model. Changes that get lost seem to be lost the very moment I hit Apply - the material preview doesn't change, and if I reopen the panel that I just closed values will already have reverted back to their initial state.
This is a pretty serious and seriously galling bug to find in software with this pricetag!
well, everything was similar to what i posted just now, just different layers of information projected onto the terrain (villages, rivers, climate, woodland, etc.), nothing amazing really.
The pure displacement map generated this:
[image: 15hA_aramaio.jpg]
(7 minute render)
What version of VfSU do you have?
There's a SU bug with groups that makes them not render all the time.
In the old version the only fix was to explode and regroup. In the new version all that's needed is to re-open the file.
When I need depth in my render I usually add the 'depth map' option in the framebuffer section of the render section and apply it in Photosoup.
It might be a bit too dirty for your puristic renders, but it can get the job done quite fast and easy.
Rendering real camera DOF is way more tedious (Asgvis should fix that inches bug by the way) and even then you really need to set your QMC values and color mapping values well to get nice grades in the depth. Not easy...
it seems to render glass fine if it is closed cube and all the faces are the right way around. ı know if it is a group it refracts the immage kind of funny. does it matter what i have painted on the SU model if i dont paint both sides with vray material?
i believe it is a jpg file. i copy and paste the light fixture to a nother file and re link the material and it some times works. it might be to do with the light/alpha map being in a group.
I would definately use IR map for primary lighting and then Light cache for secondary. Use reinhard for your color mapping and adjust the burn value lower if you have overexposed areas of your rendering. For image sampling, I would start with adaptive QMC and if that is not getting you the amount of detail you desire, then switch to the"fixed" type and see how that works (this will probably increase rendering times a bit though). For your IR map, I would use a min of -3 and max rate of 0 with subdivides at 50 and samples 20. Those are for final quality settings and can be adjusted for tests. I just gave you those numbers to avoid having to explain the whole min and max concept, because it is kind of abstract and is better explained in the manual. Light cache settings are pretty much just controlled by the subdivs. Start with a value around 500 for tests and then got 1000-3500 for final and increas more if you still have a lot of noise. Make sure you have enough lights in the scene as well, so put lights inside of windows in addition to the sunlight. Hope this helps. Best of luck
Yea - DPI has no meaning without being accompanied by a width and height. (I I'm still amazed by advertising companies that makes the ads for out projects - asking me to send an image in 300dpi - without ever telling me the actual dimensions.)
UPdate
Ok everyone, so I have been working on the renders here at the office and I think that I pinpointed the problem. Under the sky material for the environment map, I accidently changed the Shadow Bias from 0 to 32, instead of changing the Shadow Subdivisions from 8 to 32. :X Oh well, its fixed now. I will upload pictures of the fixed renders when I finish them. Thanks for all the input!!!
Greetings,
Is there any possibility to add bum, normal map (edit difuse) to vrmesh materials in SU?
I have got some vrmesh component in SU and I would like to add some visual value to them.
Thank you in advance.
PS
Or should I adjust all material setting to a component before converting it into vrmesh?
Hi there Danny,
Floor: you may have applied the wood material over an existing texture but VRay is stiil rendering the old one. Try removing the underlying material from your "in model" library and update the wood material in the VRay material options window.
Light: try using the map attatched. It was posted here a while back (can't remember by who, forgive me). Place it in the transparency map in the diffuse section of your light base in the Vray material options window. Turn your transparency colour to white (edit: oops, I meant to say black).
Wall: play around with different maps and reflection settings.
Hope this helps,
Ed
[image: A1OE_Lightmap.png]