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jamescutler

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  1. You don’t have display colours in sRGB space enabled in the VFB. You should enable this to see the correct gamma if you are using colour mapping only (no gamma) in the colour mapping settings. Also your camera f-stop value is a lot higher than what was set in the tutorial for that scene, which will also darken the image.
  2. You are welcome, good luck with the project.
  3. If you use light cache for glossy rays, you may notice small artifacts in reflections which can be avoided. Although written for Cinema 4D, the same works for 3ds Max here: http://vrayc4d.com/manuals/faq/how-avoid-artefacts-use-light-cache-glossy-rays. It is known to reduce render times by quite a bit but it would depend on your scene. Light cache does get baked into the irradiance map but if use light cache for glossy rays is ticked, everything but this setting gets baked which means you have to run the light cache the second time. You are rendering the light cache twice but in practice you are saving a lot of rendering time by using light cache for glossy rays, unless of course for your scene you don't experience any gain, which is unusual. you have to have a good amount of glossy materials in your scene obviously for it to be effective.
  4. When computing the the prepass the irradiance map does not store light cache glossy information. I am sure there is a reason for this but I don't know off hand. If you have glossy rays ticked you must use light cache in single frame mode for both the prepass and rendering. I believe you can pre-render the light cache using from file with light cache glossy rays on. Then run the prepass and store all the data in the irradiance map allowing you to turn off light cache but it seems a bit long winded to me and you wouldn't benefit from it. You either have glossy rays on and leave light cache as single frame for both the prepass and the rendering. Or leave glossy rays off and render the light cache into the irradiance map during the prepass allowing you to turn off the light cache for the rendering.
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