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Martin Novikov
Martin Novikov

Vray 2.30.01 For 3ds Max 2012 X86


Now we well be left with the normal maps and diffuse maps. Well show just a little reflection on the textured faces. More interesting rendering would be to combine these normal maps and diffuse maps with our albedo map of the faces. For this we need to use the importance map control. Well will use a mix of VRayDiffuseFilter + VRayRawRefraction + VRayRawGlobalIllumination. If we try and do this on 3ds Max 2012 we will get our water effect. Instead we are going to use albedo as the colour source and composite it with normal map on the faces. Well wont show the faces on this. As well this is an example of cross compression of the albedo map. Cross compression makes areas where there is a lot of grey or black lower in compression. Where there is large amounts of highlights and white, the compression is higher. This has the advantage that it lets us reuse the map in other passes. The downside is that as well as darkening parts of the map it causes loss of contrast. Because the map is only a colour map of the albedo we lose the sense of shadows cast by the normal maps on the visible faces. This may not matter if your albedo map is not going to be used in another pass.The bottom line is that cross compression is best used for internal passes. If your albedo map is going to be used in a completely separate pass then non cross-compressed albedo maps is a better option. In 3ds max 2012 we need to use the colour of the texture as the source. This works for albedo and diffuse but not for reflection. So what we need to do is look at the shadow value map of the albedo map. We need to turn off the normal map on the faces and then turn it back on and recolour the shadow value map to get a feel for how much of the shadows are going to map over. Otherwise the normal map will prevent the shadow from being mapped over. If you just turn off the normal map you get this cool effect. The shadow map is darker than the textured faces but we can see the shadow coming out of the doorway. This is especially apparent if you look at the powerdome at the bottom of the screen. We can see the shadow passing through the doorway and also the shadows of our lights.A little experimentation will teach us the trick here. So we have our normal map for the diffuse shader. We also have a shadow map which tells us where the shadows are on the albedo map. We have a albedo map which tells us where the albedo is on the surface. We have no lights or caustics so we can experiment with a basic understanding of VRay on 3dsmax 2012 and use it to create our first pass in just a few minutes. We have one light though which casts a soft flood light on the model. There is also a huge light that is much stronger than the flood light.




vray 2.30.01 for 3ds max 2012 x86


https://www.studysmiths.com/group/studysmiths-group/discussion/e39ca5a5-eff5-462b-826f-39cdd590f087

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