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branorataj

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  1. switching RB just makes the reflections rotate in opposite direction. looks like the normal map is pretty much useless in vray as only time the reflections stay correct is when mult. set to 0. i am using normal map online generator. never had problem with normal maps it produces in unreal engine. even trying normal map from different source produces the same effect.
  2. hi, i am runing into this problem using vray normal map. the more i bump multiplier next to bump slot (in which i have vray normal map) the more the reflections rotate. not sure what am i doing wrong here. attaching images showing the problem. 1st with mult. set to 100 and second set to 200. as you see the reflections rotate for some reason and there isnt difference in normal effect. any idea?
  3. hi there, i am trying to create curb/gutter using sweep. i have generate mapping coordinates turned on, yet it does not map correctly. i need dark joint lines on curb texture to be perpendicular to the path o the curb. any idea why it is being distorted once the curb takes turn? i have tried unwrap spline mapping and it gives me same result. am i missing something? [/url]picture uploader[/img]
  4. had this very same issue. what worked for me was selecting the object, this selected all the windows in scene as i had them grouped by material, then converting to editable poly and detaching the window. once you detach from the rest it suddenly renders fine.
  5. what worked for me was selecting the object converting to editable poly and than just grabbing the particular object (i have selected to group by revit material) and detaching from the rest. suddenly it renders fine.
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