the words about pto level looks like noob words )) amyway what kine of wood do you want to get with vraymtl? there are wery different type of wood in reallife, despite use one texture for it. for example wood floor or polyshed wood or parquet or greenwood looks very different but you can use one oak texture.
as a base for the material, assign the diffuse and bump maps, and then either use the bump or specular map in the hilight glossiness slot, and make your reflection black value 10. that should give a base to work from.
that was just the simple answers i was not looking for! i know everything about spec,gloss and bump and so on! but the vray mtl has not the same build up as a ordinary standrad mat wwere u can give the amount by spec,gloss and so on! thats was my question. so these textures are built to work in a more normal way! but its struggl to work great in vraymtl!
but what i think correctly you can think not correctly. so may be we can take one or two images of wood as standard you need and try to do it with vraymtl? i think vraymtl is more than enough for wood or other material.
Sorry for sounding sarcastic, but im talking about specific woods! the woods from arroway.de they comes with all maps needed! but the usage of these maps are in a way trouble to get right using vraymtl! in a standard mat u have the ability to set the amount in % how much gloss and ref/spec u want! and that is in a way what these maps needs. We are rendering 300dpi brochyre prints and they need to be xact! so thats my question! not a straight question on how wood works! just how to get the arroway wood maps to work great! hope that sort things out.?
so if you want for example 90% reflectivit floor - you can ajust refl texture in photoshop to averege 200, make it not so contrasted. you can do it with glossy to. also you can do it in max, not in ps. i use output map for it. i use colorcorrect plugin for it. you can put you map in reflect slot and make this slot not 100 but 10 or 20.
The brick texture is Arroway as well. The walls were bump mapped and the underside of the arches were displaced. I couldn't get the floor to look realistic without displacement. I'm sure I could if it was one of those wood floors that has tight joints. This floor and the one in the example have wide joints. Displacement would be the only way to get a realistic result for those two wood floors.
I think when you use the material map disp. the units have to be somewhere around 0,1 and not like the bump value of 30, but i guess its the same as the bump, it just actually displace the mesh instead of tricking the eye
No material displacement is just like modifier displacement but only has 1 setting: amount. So if you don't need the control try it. I actually asked Vlado about this at siggraph because I had always thought it didn't work well until I tried it by accident. He said its fine again just missing control.
Version 12.5 . I am doing loads of trial and error attempts, doesnt seem to work for me and with radiosity all my other furniture looks less in compare with renderworks-final. So much lighter it all is.
in our online user group we covered 2D and 3D graphics last month. One of the topics we covered was textures. this may not help you out of your situation, but for others that want help on the same topic, you can find more information about the cadsupport online user group at:
3. Also, you may want to try using Custom Radiosity with Auto-Adjust Exposure turned off until you get the lighting values in the ballpark, otherwise it will be difficult to figure out if some lights are too dim or too bright. My guess from this rendering is that the lights are very dim, because the floor texture has been boosted to where it is very cartoony-looking.
You may have done this already (though it doesn't appear so from the jpg), but be sure to use the reflectivity and bump maps that come with the high-quality Arroway textures, not just the diffuse (image) map. Also, the downloadable texture is 600 by 600 pixels, while the one from CD (and certainly the one used in their demo) is 6000 by 6000 pixels!
As you can see making the texture is not my only problem. But also rendering with radiosity. Since that one is pretty new to me. I have used all 3 images as you can see when you edit my texture in my .mcd file.
1. I reimported the wood images from arroway, used the "d" for image color, "r" for image reflectivity, and "b" for bump. I set the texture size to something like 2 meters, not sure what this is supposed to be. The reflectivity didn't start out great. I set the mirror factor to zero, turned up diffuse to 100%, and I think set specular to a lower %. For bump I tried smaller values of amplitude, I think it ended up around 0.005 to give just a little dip in the gaps between the wood planks.
2. For lighting an interior with radiosity in 12.5, I used area lights in the windows that match the window glazing. To make these lights, go to a side view and create a rectangle that fits just inside the mullions for each window. It is alright if every pane is not modeled, the goal is to get a defocused soft light. The two rectangles were converted to area lights (Modify->Convert->Convert to Area Light). I turned off show geometry in the light options, the brightness is set to 4000 lux for each window. The lights were grouped then moved in plan until the lights float just in front of the muliions for the window; you don't want the small parts of the window interfering with the lights because this will throw noisy shadows all over the room. I also had to flip the light directions as they were aimed outside instead of into the room. The area lights are very pale blue. The directional light from Katie was set to 4000 lux as well to represent sunlight. The point light in the original file was deleted.
3. I turned off ambient. It is very difficult to get a handle on the light brightnesses with ambient on and since the rendering will show indirect lighting the need for an ambient light is reduced. Ambient tends to just make everything gray and/or flat.
4. Did some test renderings in FastRW and Final Quality RW to see the light brightness without auto exposure on, to make sure the lighting wasn't dim. The piano appeared grayish, so I turned all the piano texture's Mirror shaders' parameters way down so the piano appeared glossy black.
5. Changed to Custom Radiosity render mode, and in the Custom Rad Options dialog, turned on the Show Color-coded Preview option to see the triangle sizes and get a sense of the inclusion and detail sizes. Too many objects were gray, not many of the small objects were red or black, so turned down the Obj Inclusion value to help avoid work on the small objects and improve speed. Adjusted the Init Detail to get triangles that would represent the area lights finely enough but not too finely. Set the Energy slider above 90%, because I wanted this to run long enough to splash light back onto the windows' wall and this can take awhile as the floor is a dark texture.
6. The big speed gains for radiosity with this scene were to eliminate the piano's black texture from radiosity and to use the visible surfaces only option. The piano is black and has the most complicated geometry in this model. Since it is black it will never produce significant indirect lighting. Since the floor is very dark too I wondered if this model should even use radiosity; we want the indirect lighting at the walls and windows, though. Turning off radiosity emit and receive for this black texture removes the entire piano from the radiosity processing which helps the render time a lot. Also, since the rest of the room is not really significant to this scene, the Include Visible Surfaces Only Custom Radiosity option was used to eliminate the non-visible rest of the room from the radiosity processing.
Doing and interior with final gather and no radiosity is another option, but I am waiting for the next maintenance release to spell out that procedure. The gist is that to do interiors in the next maintenance release, you will only need an HDRI, an optional directional light for the sun, and final gather.
The black lines are the area lights - this is a screenshot. The triangular artifacts are from radiosity - these go away when you use final gather, or they can be reduced if the detail sizes are set smaller or the accuracy is increased.
Wow very nice. I didnt know people could be so helpfull =]. Really helped me alot in understanding vectorworks better. Still there is much to learn. I think with alot of reading of these forums and sometimes a specific question i can grow enormously in skill. I hope i can be of help soon! ! !
I have to agree with islandmond though. Those thick black lines around the window is always a worry for renderworks and as you said to get rid of them, you have to increase the accuracy or detail which both increases the time.
I also noticed there is NO sun shadows although you have a sun outside. If one has to turn off the area lights then the sun shows through. Looks like area lights and normal lights can't co-exist. What's with that?
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