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Found 3 results

  1. I have long compiling time when I'm using a simple plane with a VrayDisplacementMod on it and a PhoenixFDoceanTexas displacement-texture (tangent mode). The compiling takes about 1min30sec for every frame (because the animation of displacement with the PhoenixFDoceanTex). - Is there any method to use and calculate only the surface the camera can see (like you have the option in iToo soft with vegetation)? - Or maybe other idea's to cut this time to it's minimum? PC stats: - double Xeon E52680 V4 2.4GHz - 64GB Ram - Windows 10
  2. Hi guys! I'm having a problem with a small scene file on my new 2x Xeon 2696v3 workstation. I didn't had the same problem on my old single Xeon 1230 v2 Workstation. On the old workstation i was running 3ds max 2014 with Vray 3.2 and on the new workstation i upgraded to 3ds Max 2016 and Vray 3.3. I already applied the VRAY_USE_THREAD_AFFINITY=1 environment variable for vray to be able to see more than 1 cpu while rendering, so no problems there. Problem is: If i turn on vraydisplacementmod 3d mapping type the lightcache takes forever to be calculated. If i change it to 2d type it renders fast, no problems at all. I'm on Windows 7 Ultimate x64. EDIT: If i turn OFF the VRAY_USE_THREAD_AFFINITY=1 environment variable so as to use only one cpu, vray resolves light cache faster than if using the 2 cpu's... Like 3x to 4x times faster but still in an unnaceptable speed. This is REALLY weird!
  3. I have a test scene and playing around with vray plane. I can't seem to give it geometry in the material editor to create a infinite rough road to the edge of the horizon. I added a vraydisplacementmod and fiddle around with the settings but it does not show any displacement. I added the same parameter to a normal plane that shows it just fine, so my question is can Vrayplane inherit any geometry displacement? I could get it to show some deformation if I make it transparent and add in a noise map.
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