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Found 3 results

  1. Hi, I am learning 3ds max. Recently made an interior scene lit wit HDRI. This was my setup. Vray dome light with HDRI map loaded for reflection. Used the same hdri as environment. This was my result. But, I didn't like the background and so wanted to change that with a random city image. I replaced the environment map with a bitmap. Added the bitmap to a material slot and made as environment screen. Then I instanced that back to the environment map. This was my result. The render was a weird looking, transparent image. No idea what's the problem. What am I doing wrong? What is the correct way to set a backplate with hdri?
  2. Hi, I was trying to render an Indoor scene lit with HDRI. Following some tutorials, I somehow got a good looking render. With a Vray Dome light loaded with HDRI and the same loaded as an Environment map, I got this. But I didn't like the background and I wanted to change the backplate with a random image from the internet. So, I replaced the map from environment map slot with a bitmap and I got this transparent, weird render. What am I doing wrong? What is the correct way to load a backplate?
  3. Hi, I am trying to match CG objects to a background plate with 3DS Max & V-Ray using a HDR image for lighting & reflections. I want the CG objects to both reflect the environment and the surface they sit on. I created a plane object and assigned a vraymtlwrapper with the Background image as the base material. The problem is that the CG objects appear to be transparent rather than reflecting the surface/ground. Is it possible for the cg objects to reflect the ground rather than appearing transparent and seeing through them to the background. It appears that the objects are just reflecting the background as an environment rather than a ground plate. I hope this is clear. I have attache an image showing you what I am tring to achieve. Please see the attached images: 1, IBL with matte shadow.jpg showing the problem reflections 2, Environ. & Material settings.JPG 3, IBL Teapot.jpg showing an example of what I am trying to achieve. This was done with mental ray shaders. Any help is much appreciated. Thanks, Peter
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