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    • thomthomT Offline
      thomthom
      last edited by

      @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.

      Thomas Thomassen — SketchUp Monkey & Coding addict
      List of my plugins and link to the CookieWare fund

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      • A Offline
        AcesHigh
        last edited by

        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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        • thomthomT Offline
          thomthom
          last edited by

          Did you try to set the noise to world co-ordinates?

          Thomas Thomassen — SketchUp Monkey & Coding addict
          List of my plugins and link to the CookieWare fund

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          • A Offline
            AcesHigh
            last edited by

            @thomthom said:

            Did you try to set the noise to world co-ordinates?

            yup 😞

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            • A Offline
              AcesHigh
              last edited by

              oops, it was not you, it was Jackson who was helping me with this problem at ASGVIS forum... 😳

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              • thomthomT Offline
                thomthom
                last edited by

                😉

                Thomas Thomassen — SketchUp Monkey & Coding addict
                List of my plugins and link to the CookieWare fund

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                • A Offline
                  AcesHigh
                  last edited by

                  @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=6024.0

                  but you can answer here 😄

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                  • thomthomT Offline
                    thomthom
                    last edited by

                    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.


                    Render04.png


                    ss.png

                    Thomas Thomassen — SketchUp Monkey & Coding addict
                    List of my plugins and link to the CookieWare fund

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                    • soloS Offline
                      solo
                      last edited by

                      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)

                      http://www.solos-art.com

                      If you see a toilet in your dreams do not use it.

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                      • thomthomT Offline
                        thomthom
                        last edited by

                        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.


                        Render05.png

                        Thomas Thomassen — SketchUp Monkey & Coding addict
                        List of my plugins and link to the CookieWare fund

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                        • A Offline
                          AcesHigh
                          last edited by

                          @thomthom said:

                          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.

                          Thanks ThomThom

                          2 questions:
                          1 - if I explode all components, wont the model size skyrocket?
                          2 - Matthieu Noblet script to reduce VRAY Render Times (parsing time) seems to already do that... as far as I understand (true, I didnt understand very well what it means "assigning textures directly to geometry)... anyway, if I use his scrip, will it automatically do what you said? If it does, I wonder how I would be able to MAINTAIN one noise texture to all glass panes (if that was what I wanted)
                          http://www.sketchucation.com/forums/scf/viewtopic.php?f=180&t=13711&st=0&sk=t&sd=a//url

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                          • thomthomT Offline
                            thomthom
                            last edited by

                            @aceshigh said:

                            1 - if I explode all components, wont the model size skyrocket?

                            Depends on how large the mesh inside component is. But generally I find geometry to add very little to the file size. It's the textures that blows the file size sky high.

                            @aceshigh said:

                            2 - Matthieu Noblet script to reduce VRAY Render Times (parsing time) seems to already do that... as far as I understand (true, I didnt understand very well what it means "assigning textures directly to geometry)... anyway, if I use his scrip, will it automatically do what you said? If it does, I wonder how I would be able to MAINTAIN one noise texture to all glass panes (if that was what I wanted)
                            viewtopic.php?f=180&t=13711&st=0&sk=t&sd=a//url

                            No. His script is to transfer all material applied to the outside of components and groups to the actual geometry inside. VfSU chokes when you apply materials to the outside of components/groups.

                            The thing is, if all your glass are instances of the same definition, then they will all look alike. It seems that the Noise texture is generates identical from the 0,0,0 point of the component that contains it. This is probably to be able to render animations without having the noise whirl about. That's why, that if you take all your glass components and group them, so all the glass components are now inside a single group, and you then explode all of the glass; the noise will then generate it pattern from the 0,0,0 point of the group and generate a different pattern across all your glass surfaces.

                            Practically I don't think you have to take all the glass into one component. But enough to break up the repeating pattern.

                            Disclaimer: I don't know the behaviour of the noise as a fact. It's just what it appears to from my observation. I wouldn't be surprised if Damien saw this thread he's say "no no no, that's not how it works at all.". 😉

                            Thomas Thomassen — SketchUp Monkey & Coding addict
                            List of my plugins and link to the CookieWare fund

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                            • thomthomT Offline
                              thomthom
                              last edited by

                              Maybe an illustration help?


                              ss-illustration.png

                              Thomas Thomassen — SketchUp Monkey & Coding addict
                              List of my plugins and link to the CookieWare fund

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                              • A Offline
                                AcesHigh
                                last edited by

                                your solution is very good, and I will use it... but there is still a problem that we should consider for other times...

                                your solution spreads the noise across all glasses... thats also not realistic. The ideal would be to EACH PANEL to have its own noise. There lies the problem... either we have the SAME noise pattern in each glass panel, or we do have ONE noise pattern across all glasses (as if they were all only one pannel). Its not realistic because the distortion should not continue from one panel to the other. But its the better solution so far.

                                Thus, the real question is... how to generate a distortion that begins at xy of EACH PANEL, but at THE SAME TIME, making that distortion different for each panel?

                                My room is smelling like fried brain... 😄

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                                • thomthomT Offline
                                  thomthom
                                  last edited by

                                  My second example tries to address that. It blends the noise with a bulge map. The bulge map when tiled 1.0 horizontally and vertically will match the tiling of your diffuse texture. So the Noise creates a global unique distortion and the bulge adds an emphasize on each window tile.
                                  Though, I suppose a more distinct contract would be desired. I'll try later. Now I'm going to bed.

                                  Thomas Thomassen — SketchUp Monkey & Coding addict
                                  List of my plugins and link to the CookieWare fund

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                                  • A Offline
                                    AcesHigh
                                    last edited by

                                    gosh, it takes quite a long time to explode 15 thousand glass panels...

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                                    • thomthomT Offline
                                      thomthom
                                      last edited by

                                      Yea. SU's exploding takes a looong time. But it seems to me it works faster if you explode them in smaller batches instead of one big one...

                                      Thomas Thomassen — SketchUp Monkey & Coding addict
                                      List of my plugins and link to the CookieWare fund

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by

                                        Another test.

                                        Bump: Blend
                                        - Multiplier: 0.5
                                        - Blend Ratio: 0.1
                                        - Texture A: Bitmap (Attached) - Tile UV: 0.25, No Filter
                                        - Texture B: Bulge


                                        Render07.png


                                        Breaks.png

                                        Thomas Thomassen — SketchUp Monkey & Coding addict
                                        List of my plugins and link to the CookieWare fund

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                                        • A Offline
                                          AcesHigh
                                          last edited by

                                          looking good, but did you match the bitmap size so the squares match the glass panes? (btw, this pisses me off in VRAY... UVmap... right, and how can I know how big "1" translates into the model? Or 0.25?

                                          in Sketchup, you set the SIZE of the bitmap... 2x2 meters... etc... much better.

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                                          • thomthomT Offline
                                            thomthom
                                            last edited by

                                            V-Ray UV Size:
                                            If you have a texture in your SU material, and your material is set to 5000mm,1000mm, then UV of 1.0,1.0 would match SU's. If you set the UV to 0.5,2.0 then it'd equal to 2500mm,2000mm.

                                            If you have no texture in SU, then a UV of 1.0,1.0 is one inch, 25.4mm.

                                            What I did with the last bumpmap that I posted, since it's 4x4 tiles, I wanted each tile to match the size of the SU texture size, so I set the UV tiling to 0.25,0.25.

                                            Thomas Thomassen — SketchUp Monkey & Coding addict
                                            List of my plugins and link to the CookieWare fund

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