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Background see through


daniohayon
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Happy New Year! :)

 

I'm having problem with the background in 3Ds max 9. You can see the bright areas of the background image through the floor, it happend before and I'm wondering if i'm forgetting a button or something...?

 

It happens only through a reflective material. The floor has A&D semi gloosy material with wood floor map, Logarithmic Exposure in the envinronment and draft FG.

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No, thats actually what happens when you screen map your background. Reflections never work right - they just render exactly as you have shown here. So what you need to do probably is set up a plane that is outside the window, perpendicular to the camera, and apply a 100% self illuminated material with your background map on it. Then you will also probably have to exclude it from lights, shadows, etc. So that will give your floor something else to reflect besides the screen mapped background and should work better.

 

Another option is to render with just a white environment background and insert the background map in photoshop.

 

p.s. you need to raise your horizon in the background.

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As an alternative, you can change the environment locally with the A&D material and set only the floor material to reflect either a color or a different environment bitmap. A gradient usually works out pretty well in the situation you have posted. Unless there is a very good reason for it, I also comp in most of the backgrounds after rendering.

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Sorry about the delay in response, there was an electrical fire in my building and no electricity for few days...New Years Day in candle light...kind of cool :)

 

Thanks for all the replies. The reason I like to render the scene with the map in the environment is that the reflective material get some more realistic reflections. It looks like a good idea to change the floor reflection into a local map (and all the rest of the objects that have large reflective surfeces).

 

The one thing I dont get is why would the reflections turn out like that? It does not happen with VRay...

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