Announcement

Collapse
No announcement yet.

Vray blender linux build 2017 10 10 standard material Reflect Glossiness ignors texture values

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

  • Vray blender linux build 2017 10 10 standard material Reflect Glossiness ignors texture values

    Vray blender linux build 2017 10 10 standard material Reflect Glossiness ignors texture values, material preview shows like glossy value would be 0.00

  • #2
    Stugys can you please send me the scene that reproduces this.

    And here is an example setup of a sphere with different multiplier and texture attached to Reflect Glossines slot:

    Setup: Click image for larger version

Name:	JUKdhyT.png
Views:	162
Size:	350.3 KB
ID:	970995

    Render with 5% Reflect Glossiness:
    Click image for larger version

Name:	SKBnTeL.png
Views:	160
Size:	793.1 KB
ID:	970996

    Render with 50% Reflect Glossiness:

    Click image for larger version

Name:	jEYAshp.png
Views:	164
Size:	769.1 KB
ID:	970997

    Comment


    • #3
      thank you for answer, so now it works like in revers logic than before, will get to use to that. One more question, so from now on this logic will stay like that, and i can recreate my all materials in the scenes?
      Last edited by Stugys; 14-10-2017, 12:32 PM.

      Comment


      • #4
        We are trying to make the multiplier behave like in 3ds Max. And yes you can re-create all materials. For ease of convertion builds starting from next nightly will include tool to change all multipliers on sockets in the scene that should be inverted to have value = 100% - current value:

        Click image for larger version

Name:	M3dHMzf.png
Views:	136
Size:	44.2 KB
ID:	971153

        Comment


        • #5
          Good to know. So this will recursively change through all the materials in an older model? When did this change happen (to match Max)? I've been using a build from September 8 since I've had a few things in production and that build has been stable.

          What happens if I have a new model I've started with a current build, and want to pull in materials from an older model? If I run this invert tool, will it mess up any new materials that I made in the new file when I run it for the old materials? Does this tool have a way to flag materials that don't need to be inverted?

          Comment


          • #6
            thank you for information, will have that in mind

            Comment


            • #7
              andybot_cg currently it flips multipliers on all materials. I will check if it is possible to flag changed materials so they don't get changed again.

              Comment


              • #8
                Originally posted by poseidon4o View Post
                andybot_cg currently it flips multipliers on all materials. I will check if it is possible to flag changed materials so they don't get changed again.
                That would be really helpful. Let us know what you find.

                Comment


                • #9
                  Working with vray blender is day by day more hard every day change something, every material needs trial and errors,I was really sorry to have bought this license.

                  POrcodio!

                  Comment


                  • #10
                    marcoz I can understand your frustration but the last word is out of context. I don't think it will be helpfull to push ChaosG investing more time than now in Vray4Blender development.

                    Comment


                    • #11
                      But still, why it is not possible to input texture intensity in reflect glossy or refract. It seem like it always has value 0. Would be great to fix this.

                      Comment


                      • #12
                        elieli, it is working, just do not the sae workflow, now you just need to conect texture to Reflect Glossiness slot, and move slider lets say 5 percent or 10. the main diferennce now, is that if you want to get more reflective material like polished surface, you just set low value 5 or 10 percents just test your materials. If you dont understand what i mean,write down, and i will make screenshot, look at secont poost on this thread, poseidon4o posted material setup, look at the Reflection Glosiness value. this is soem how handy, because you can now use vray 3dsmmax tutorial from youtube tutorials, reflect Glossiness works in 3dsmax that way

                        Comment


                        • #13
                          I've changed the way we're handling texture multipliers to match 3ds max. Should be there in tomorrows nightly. I hope we won't need to touch this part anymore. Please, test.
                          V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
                          andrei.izrantcev@chaos.com
                          Support Request

                          Comment


                          • #14
                            Can i ask you bdancer, to be100percent clear, so now it is working like in 3dsmax? or you changed back like the old days in blender builds?

                            Comment


                            • #15
                              Im interested in this too. So how does it work in 3dsmax?

                              Comment

                              Working...
                              X