Vray 1.5 For Rhino 5 64 Bit Torrent Tpb -

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Stephanie Dejoode

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Jul 10, 2024, 2:21:05 PM7/10/24
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I'm trying to render an interior scene using Rhino + Vray. Vray supposedly is compatible with the lights you can create from Rhino (ie. Spotlight, Point Light, Rectangular Light...etc). I've had success with the Rectangular light but for some reason no matter what I do to the settings of the Spotlight, it refuses to produce any light.

So, I'm just wondering if there are any Vray gurus out there that can throw some advice my way about spotlights in vray.

Thanks

Vray 1.5 For Rhino 5 64 Bit Torrent Tpb -


Download https://byltly.com/2yMzDF



use Vray lights with IES files

VISIesLight


but ya i have found regular lights to be compatible, so maybe it is settings or you could ask at the support newsgroup and get your support from the source.

if you are using physical camera settings or the vray sun you will have to crank the multiplier on the spotlight WAY up. The rectangular light is best however. Check out the ASGVis forums for more help.

So I'm new to enscape and fairly new to rendering in general. I am using Rhino 6, with Enscape as the render export/video maker. However I have been using vray for materials, and they all have a very high reflection/glossiness when rendering out in enscape. I saw a post somewhere saying that vray materials don't work well with enscape but no solution/workaround for somebody who like me has all the materials already set, and mapped. I was hoping somebody might have some advice on how to either get the vray materials into materials that render better with enscape or a potential tweak to the materials in vray that would remove the gloss/make the two plugins work better together. Thanks for any advice.

It is built on top of this definition, and has the same purpose: to scatter vray proxies, to make 3D grass (although it can use any proxy). However I decided to use the Human plug-in and scatter them as block instances, this allows me to add some reference lines in a different layer to have a better visual reference of the proxies, and have a lighter work environment in Rhino. (If you have the blocks on a layer and the proxies inside in a different layer, the proxies will render even if their layer is off and they are not showing in the viewport)

The definition has two parts: the bottom part scatters 3 grass primitives on a circle surface and is mostly an updated version of Manuel's definition, I hope he doesn't mind (you can replace the circle with any surface if you want a small patch of grass), you then bake this geometry, create one or several proxies in Rhino and create the blocks; the top part scatters a block on either a Surface, Brep or Mesh.

The definition populates the base surface/brep/mesh with points, then offsets the edges with the circle radius and pulls the points outside that boundary to it, so the circles don't fall outside the surface. (this part was the one that gave most troubles and it still fails sometimes, maybe someone could help me with that)

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