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manelreig

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  1. Hello! I have a problem with the noise map 3ds max node. When I render a simple noise map linked to the difuse channel I am getting different results when rendering with Vray.Rt or Vray.Edu. It looks like it reads the procedural noise map in a diferent way depending of the render engine. It happens also in other channels of the material. Can someone tell me what I am doing wrong? thank you!
  2. Thank you Francisco, I know that, just looking for the surface details and fake shadows. But does not matter wich material I use, I always have the same problem with Normal Maps and 90° faces. I think I have the same UV map. As I copy the UV map and texture from one face to the other. Here another test, if I rotate the faces, the shadows also change, so the UV map should be the same: and just rotating one face 90° if I rotate both of them 90° now the shadows change again, and both of them will be wrong: The only workaround to get both faces with the correct shadows, is duplicating the material, and apply the new one to the face with the incorrect shadows, then rotating 180° the diffuse and normal map...
  3. thank you Nicolai Bongard I tryed to rotate 180 and also fliped, but the same result. I downloaded a 3D scanned texture so the normals should be right this time, but the same result. Also tryed to flip it but again happens the same. The sun is hitting both faces with the same intensity and angle but It looks like the light is coming from up on the right side, and from down on the left side on the bump effect: I am sure I am doing something wrong, but do not know what...or maybe is just how normal maps behave on 90° faces
  4. Hello, I am using Sketchup 2015 and Vray 2.0 I am trying to use a Normal Map for a Bump effect on a Brick Wall. I add a normal map to the Bump and select "Normal Map (Tangent Space)" on the Bump type. My problem is on the edge where the two perpendicular faces meet. It looks like the map is not readed in the same way on the two faces and the shadows are up side down... Any idea how to resolve this problem? Thank you
  5. Hello, I am using Vray 2.0 for Sketchup and I am trying to understand what the different Bump Type maps mean and when you have to use one or another. I understand the difference between ?gray scale Bump maps? and ?Normal Bump maps?, but not sure when to use one or another and why. I have been doing some tests with a ?Brick wall? texture. I want to use a ?Bump effect? just to give some detail to the texture. In all this cases I am not using displacement. Also in all the cases, I am using a Normal Map created from the texture with Crazy Bump and with 1,0 on the Bump texture multiplier. 1_The first image is the plain texture, no Bump effect: 2_This is with ?Bump?: Here I understand that Vray is using my ?Normal Bump Map? as a simple ?Gray scale Bump map?. The results are what I would expect and desire for this case: 3_This is with ?Normal Map (tangent space)?. Here I understand that Vray is reading my Normal Map. The probem here is that, as you can see in the image in the intersection of the two perpendicular faces, it looks like the map is readed in different deppending of the orientation of the face. They are like contrary between each other: 4_This is with ?Normal Map (Object space)?. Here the problem is that it changes the intesity of the light in the whole wall, but it looks like the map is readed the same in both faces: AS I can only post 4 images at a time, the post continues in the next message
  6. Could somebody explain me the "Glossy Effects" tab included on the "General Switches" of V-Ray 2.0 for Sketchup? I don't understand what it does, and if it should be checked or unchecked for high quality renders. image attached Thank you very much!
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