Announcement

Collapse
No announcement yet.

Strange result in trying to render micro scratches

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Strange result in trying to render micro scratches

    I recently revisited Viscorbel's old micro scratches tutorial (actually a Russian translation on a .ru website that Google translate brought back to English for me since Viscorbel's entire website is no longer online). Anyway, instead of the soft halo of highlighted scratches, I get 3 distinct rays emanating from the light source hotspot of the reflection. I've tried several different HRDI's, Vray lights, etc.

    I am loading a B/W .png file of scratches into a VrayBump2Normal Map, into a VrayNormal Map into the bump slot of a VrayMaterial. Based on a thread I found over in the Maya forum (link below) I tried inverting the green channel of the VrayNormal Map. When that didn't work I tried every permutation of the combined 3 options for the Normal (flip red, flip green and swap red and green) and the 4 modes of the Bump2Normal (Tangent Space, Local XYZ, Screen Space, and World Space) So yeah 32 test renders and the only change was the direction/distortion of the 3 rays.

    These tests were done in Max 2020 with Vray 4.20.01 and 4.30.02 along with 3.60.02 in Max 2018, which was as far back as I could go. If anyone has any suggestions, I would greatly appreciate it.
    Lee

    Maya Thread - https://forums.chaosgroup.com/forum/...inge-artifacts

  • #2
    Could you send the scene to support@choasgroup.com so we can investigate?
    Aleksandar Hadzhiev | chaos.com
    Chaos Support Representative | contact us

    Comment


    • #3
      Thanks for the provided scene. Change the source bitmap's filtering to Pyramidal or Summed area and see if that resolves the issue for you.
      Aleksandar Hadzhiev | chaos.com
      Chaos Support Representative | contact us

      Comment


      • #4
        This osl shader was linked in another post too as an option - https://github.com/cuckon/scratched

        Comment


        • #5
          This is great!
          German guy, sorry for my English.

          Comment


          • #6
            Originally posted by aleksandar.hadzhiev View Post
            Thanks for the provided scene. Change the source bitmap's filtering to Pyramidal or Summed area and see if that resolves the issue for you.
            Both of those settings produce the desired result. The two are slightly different from each other, but both are the correct halo. Thank you so much.

            Originally posted by joconnell View Post
            This osl shader was linked in another post too as an option - https://github.com/cuckon/scratched
            OSL maps are even better, thank you!

            Comment

            Working...
            X