Vray reflection mapping
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@unknownuser said:
Whoa! Err ... dankie? Dankiewel? Whatever - thanks!
Oh thank God FA is here to give some explanation about this.
hey stinkie are you saying FA is a donkey? lol. -
thats a cool linking render Thom
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What I'd like to know is how to create a render with a tinted sun but with sun shadows as in the picture posted by the original poster. Anyone got some tips?
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@thomthom said:
What I'd like to know is how to create a render with a tinted sun but with sun shadows as in the picture posted by the original poster. Anyone got some tips?
That is where VrayforSU fails, as I stated before. Having a 'sun object' (an infinite light with a target) would be the solution, but considered impossible by Asgvis (why?). Cinema 4D's and Max's Vray versions both have the option to create a Vraysun.
In that way you can control the HDR and sky settings in the environment tabs, while controlling the direct light/shadows by the sun object.In VfSU, all settings, including sun, need to be done by setting up the environment slots (GI,background, reflection, etc..)
The only way I found to more or less fake a HDR/Sun/sky combo was the following:
GI : use sky with 0.5 sun intensity
Background: a bitmap with 30000 multiplier
(optional : Reflection: a bitmap with a varying multiplier (10000 to...) to achieve the result you're after.)These are values that worked for me in VfSU 1.0 . It might be a different case for later versions.
It's still difficult to get it right though.... -
I also don't understand why we can't have a Sun object. We have Omni and rectangular lights...
So the problem stems from that we can control the VRay Sun and the VRay Sky separately?Maybe this is something we can ask for as a topic for the webseminars...
@kwistenbiebel said:
The only way I found to more or less fake a HDR/Sun/sky combo was the following:
GI : use sky with 0.5 sun intensity
Background: a bitmap with 30000 multiplier
(optional : Reflection: a bitmap with a varying multiplier (10000 to...) to achieve the result your after.)Yea, this is what I've tried before. But I feel it's a hit and miss.
I wonder; would an alternative method be to place a rectangular light in the Sun's position? How would you balance the GI HDRI light and the rectangular light?
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I tried using a rectangular light but the light is 'flat'.
The sun really needs to be an 'infinite' light to behave realistically.
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Guys, this is probably slightly off topic however I need to know about Vue to vray integration of HDR images, I have created a simple .hdr sky and wanted to know how it works with Vray (I suck at Vray hdri usage) so if a knowledgable user could try the attched file and let me know i would appreciate it.
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Hmm... That's and odd HDRI sky. Why isn't the horizon flat?
Do you know what kind of format this HDR are supposed to be?I tried with spherical mapping. But it just came out odd. The first two have Verical Repeat of 3. The last two 1.
(Why doesn't the multiple upload work?)
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Great, I did something that I would normally not do so the result is as expected, I have another one that was done the standard way attached, the horizon should be fine now.
Could you post a quick walkthrough as to your setup? I need to know how to create hdr image renders in Vray sometime.
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That still doesn't look like an environment image. It needs to be covering 360 degrees. Spherical, cube cross format for instance.
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Okay, then if I render the sky as a spherical 360 panarama and save as hdr it may work, lemme give that a go
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My setup: With default physical camera settings:
- Load the HDR image into the GI and Background maps
- Set the mapping to Environment
- Set Multiplier to 50 (Depending on the HDR, usually somewhere between 20-50. GI and Background often have slight different values.)
- Adjust the Horizontal Rotation to orient the HDR sky as I want.
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@unknownuser said:
Adjust the Horizontal Rotation to orient the HDR sky as I want.
This is my archilles heal.
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@solo said:
@unknownuser said:
Set Multiplier to 50
Which one?
The global one or the image/texture editor one?
The one in the Texture Editor.
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Looking more into this, there seems to be a bug.
When you add a bitmap to the reflection slot in a V-Ray material, the bitmap is not used and you get instead a 100% even reflection.
So far, the only way I've managed to work around it has been by applying the bitmap to the Fresnel slot in a Fresnel map, setting the IOR very high.All other map types seem to work, but VfSU (1.05.30) doesn't seem to use Bitmaps for reflection map type. Odd that it works by adding a bitmap inside a Fresnel, but not adding a bitmap into a Blend map.
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Solo; just read thsi in the Vue manual:
@unknownuser said:
Panoramic View
Real panoramic cameras are fixed to a handle that you have to hold when you take the shot. As it
takes the shot, the camera rotates around the handle, thus embracing any required angle of view.
Panoramic views can yield beautiful results.
This option is a numerical equivalent to the real panoramic camera. Here also, the camera is rotated
as the render engine makes progress. All-around panoramas can be achieved this way, but
beware: if the camera is not perfectly horizontal when you take the shot, the horizon will undulate.
This is not a numerical artifact: it happens also in the real world!
When you select this option, the panoramic
H Angle slider becomes available, letting
you decide on the horizontal angle swept by
the camera as it rotates.This appear to be what happened to your VUE environments.
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