ienrdna Posted January 16, 2011 Share Posted January 16, 2011 I noticed recently that vray's area light shades curved surfaces in really ugly and wrong way. Here is pic. 1. VRay render. 1 Rectangle VrayLight, Brute Force GI, 3 bounces. 2. Same set up exept for Progressive pathtracing mode. 3. Mental Ray render. 1 Sky Portal, brute force Final Gather. Please note transition between light and dark. Link to comment Share on other sites More sharing options...
Bruce Hart Posted January 17, 2011 Share Posted January 17, 2011 You could try adjusting the softness parameter of the Blinn shader (assuming you are using a Vray material). Link to comment Share on other sites More sharing options...
Thablanch Posted January 17, 2011 Share Posted January 17, 2011 In vray, the size of your rectangular light will affect the crispness of the shadow. Bigger the light, softer the shadow, just as in real life.. You vray light is too small Link to comment Share on other sites More sharing options...
Nic H Posted January 17, 2011 Share Posted January 17, 2011 not sure how you can compare unless your lights are exactly the same does MR have 'plane lights' ? Link to comment Share on other sites More sharing options...
ienrdna Posted January 17, 2011 Author Share Posted January 17, 2011 (edited) yes, mr has 'plane lights'. Lights in all examples are same size, I not idiot. Am I only one who is having that problem? It is obvious in every render of every scene. Edited January 17, 2011 by ienrdna Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted January 17, 2011 Share Posted January 17, 2011 Can you post a the scene for testing? Link to comment Share on other sites More sharing options...
Nic H Posted January 18, 2011 Share Posted January 18, 2011 yes, mr has 'plane lights'. Lights in all examples are same size, I not idiot. Am I only one who is having that problem? It is obvious in every render of every scene. not fussed really - work it out yourself. Link to comment Share on other sites More sharing options...
ienrdna Posted January 21, 2011 Author Share Posted January 21, 2011 hit render, switch gi method to brute force, hit render again and compare [ATTACH]40951[/ATTACH] Link to comment Share on other sites More sharing options...
ienrdna Posted February 15, 2011 Author Share Posted February 15, 2011 I figured to use polygons with light material, renders right and faster. Link to comment Share on other sites More sharing options...
Nic H Posted February 15, 2011 Share Posted February 15, 2011 really - thats interesting - got an example? Link to comment Share on other sites More sharing options...
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