re vit Posted January 28, 2014 Share Posted January 28, 2014 (edited) :confused:Here is my case. I have one instanced VrayHdri map in: A. 1st VrayDomeLight linked with Vray sun (explained here: ) B. 2nd VrayDomeLight for Background (similar to this approach:http://www.cgskies.com/resources_tutorial_rendering.php The VrayHdri is wrapped in Output map* for fine tuning. Here I enter Terra Incognita. How to link the Light A with B so rotating the A would simultaneously rotate B (including the texture, of course) Could you good people kindly explain step by step how set up this rig? Thank you in advance *Do I need it?? Edited January 28, 2014 by 1rv Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted January 28, 2014 Share Posted January 28, 2014 Just select Dome B and go to Animation> Constraint> Orientation Constraint and then select Dome A. Now when Dome A rotates, Dome B will will rotate to match. Just make sure that the Maps are starting from the same sun position. Link to comment Share on other sites More sharing options...
re vit Posted January 29, 2014 Author Share Posted January 29, 2014 (edited) It works- man I'm so grateful! Salute! P.S. In this case I lowered output amount to .4 (Light B, Output slot) I noticed RGB level essentially does the same. Here http://forums.cgsociety.org/archive/index.php/t-961404.html some gurus advise? to use RGB leveling. Is it correct? Edited January 29, 2014 by 1rv Link to comment Share on other sites More sharing options...
re vit Posted January 29, 2014 Author Share Posted January 29, 2014 Another noob question: If I throw this Output map (with nested instance of VrayHDRI) to Vray Environment>Reflection\Refraction environment Override (no additional DomeLight), how would I synchronize in that case? Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted January 29, 2014 Share Posted January 29, 2014 You can do what you want with the Output Map. It seems odd to me, but if its works for you then go for it. To sync the the maps, you should use the Wire Parameter dialogue to tether the Horizontal Rotation of your VrayHDRI Map to the Z-rotation of the dome light. If you are not using a VrayHDRI Map then you will have to re-parameterize the Z-Rotation into a 0.00-1.00 range first and then apply that to the Horizontal Offset (U Value) of a standard bitmap. Z-Rotation/360 (which likely to be 2 pi as Max operates in Radians under the hood) will become some number between 0.00 and 1.00 Link to comment Share on other sites More sharing options...
re vit Posted January 29, 2014 Author Share Posted January 29, 2014 (edited) maybe I messed up things in my question but what I 'm trying to ask: Is there some way to link the map I put in Vray Environment override slot (see Map2_back in attached printscreen) to the VraySun? For some reason this combo renders much faster then Dome Light. Edited January 29, 2014 by 1rv Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted January 29, 2014 Share Posted January 29, 2014 So no Dome Lights at all? Just link a hidden box to the sun the way you did the Dome light in your original post and then use the Z-Rotation of the box to drive the horizontal rotation of the VrayHDRI map. Does that make sense? Link to comment Share on other sites More sharing options...
re vit Posted January 29, 2014 Author Share Posted January 29, 2014 (edited) fantastic, thank you Corey! Finally I've found answer for easy to set up and fast rig: VraySun+Sky linkded to visible Domelight with unchecked 'affect diffuse,refl and specular', no shadows & proper wire parameter). P.S. The trick with linking to invisible light worked fine, but the render quality was cr@ppy. Edited January 29, 2014 by 1rv Link to comment Share on other sites More sharing options...
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