ShiftT will get you to your asset tracking and you can see if you are missing any maps. May just need to point the maps to the correct path. Also check if you don't accidentally have an override material on your scene....and yes check correct camera exposure as Scott suggested.
by the way, all materials can be seen on my screen before render...And I've read that "If it have already been instaled, you have to in the control panel, add/remove programs and change the 3dsmax install to remove the vault plugin.", so I removed the Vault plugin and now there is not the "unknown status" there.Even though materials are missing again....ouffff...
thanks for the directions...the result is that now I can see the old project rendered with the materials, but the new merged one again white (as you can see from the attached image here)...any suggestion for my merged project? Thanks again.
so the result up to now is that following your image Ismael I could have my background revealed with textures. Then the new merged file can have textures but I have to insert them again on each item...let you know with final drawings..until then a big thank you to all of you!!!!!
About multiscatter...I am going to search it, I am pretty new to vray and some 3ds max parametres...soon I will show how my project proceeds thanks to your help and my patience to find out what you are talking about when you support me with your advice
First of all, what exactly is the problem ? The colors, the reflections, the sky not being white ? Please explain further.
If it comes from the materials, here is what I achieved in 5 minutes with your file. (The camera angle is not exactly the same as yours, your blend file provinding only a front camera).
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Perhaps the guy for some strange reason thought that VRay materials should be compatible with Cycles materials by default. I do not know anything about VRay, but for these cases there are usually addons to convert/import the materials from one engine to another. I do not know if in this case some addon like this exists.
Sorry for the bad english language, I am using blender from 2 years. always lighting done without texture. but I am not getting very realistic result that comes out in 3ds max vray than cycles, eevee, amd render pro render. I dont what is the problem in blender that result is not coming out. If you have any vray plugin for blender that i will try it on my stall file. cause that thing i done in blender same thing done in 3dsmax vray. so the vray result is more awesome than cycles or else. Please help to sort out this problem in blender.
I have made my texturing in substance painter by using metal roughness workflow. Then I exported my textures with "Vray" config. So I got "diffuse", "glosiness", and "reflection" maps. My object has some metallic parts and because of that my "diffuse" map becomed black on those parts that were metallic. At first I was very confused why this is happened, because previously I used "metal roughness" config and it was exporting not "Diffuse" but "Base Color" map and on the "Base color" map the metallic parts of the object dont become black. But then I googled it and its turned out that this is not a bug but an expected behaviour (probably to confuse as much people as posssible). But anyways my question is what am I suppose to do now with this Diffuse map that has the black color in the places which supposed to be metallic and not the black! How do I setup this in the 3dsmax in vray correctly now? So i have this wrong "diffuse" map and also i have "glosiness" and "reflection" map. How do i connect them to the VRayMtl node so that my metallic parts of the object will become metallic (not black) and not just metallic but also have that nice flakes of that metalic material that was used by me in Substance painter? Thanks
It seams like I should also use IOR map and it defines where the metalic parts of the object are. Strange. I thought that IOR maps are only used when dealing with water or glass materials. So still confused why I whould use IOR map to define where the metal parts are. Will try to find more info about it.
The interactive submitter will submit a V-Ray Spawner job (V-Ray Standalone for Maya, Softimage, 3dsMaxRT, Rhino, Sketchup) to reserve render nodes, and the submitter will automatically update the V-Ray server list.
Here is a consolidated list of port requirements for the various versions of V-Ray. Ensure any applicable firewalls are opened to allow pass-through communication. Typically if in doubt, opening TCP/UDP ports in the range: 20200-20300 will cover all V-Ray implementations for DBR. During initial testing, it is recommended to open all ports in this range, verify and then consider tightening up security.
Port Number (Softimage/Maya/3dsMax/3dsMaxRT only): The port number that V-Ray will use for distributed rendering. In the case of Softimage, this is necessary because Softimage uses V-Ray Standalone for distributed rendering and the default port number for V-Ray in Softimage is different from the default port number in V-Ray Standalone. The port number needs to be identical on all machines including the workstation machine for a particular DCC application to communicate correctly. It is recommended to disable any client firewall whilst initial testing/configuration is carried out. Typically, opening TCP/UDP ports in the range: 20200-20300 will cover all V-Ray implementations for DBR.
Complete Job After Render (3dsMax only): When checked, as soon as the DR session has completed (max quick render finished), then the Deadline job will be marked as complete in the queue.
Active Servers (3dsMax only): Individual Deadline Workers can be enabled/disabled here (V-Ray Spawner as a job will still continue to run on the disabled Workers until the job is deleted/completed/suspended).
After the render is finished, you can press Release Servers or close the submitter UI (Setup V-Ray DBR With Deadline) to mark the V-Ray Spawner/V-Ray Standalone job as complete so that the render nodes can move on to another job.
You can also submit V-Ray Spawner/V-Ray Standalone jobs from the Monitor, which can be used to reserve render nodes for distributed rendering. Note, if you submit the job via the Monitor submission script, that you will need to manually configure/update your local workstation settings to point to the correct, corresponding Deadline Workers over an identical port number.
Port Number (3dsMaxRT/Cinema4D/Maya/Modo/Softimage/Standalone only): The port number that V-Ray will use for distributed rendering. In the case of Softimage, this is necessary because Softimage uses V-Ray Standalone for distributed rendering and the default port number for V-Ray in Softimage is different from the default port number in V-Ray Standalone. The port number needs to be identical on all machines including the workstation machine for a particular DCC application to communicate correctly. It is recommended to disable any client firewall whilst initial testing/configuration is carried out. Typically, opening TCP/UDP ports in the range: 20200-20300 will cover all V-Ray implementations for DBR.
You can configure the V-Ray Spawner/V-Ray Standalone plug-in settings from the Monitor. While in super user mode, select Tools -> Configure Plugins and select the V-RaySpawner plug-in from the list on the left.
Handle Existing DR/DBR Process: Only one instance of the same DR process running over the same port is possible. This option allows for Deadline to fail the task if this is the case or attempt to kill the currently running process, to allow the Deadline managed DR process to run successfully. Note, if the process is set to kill and does indeed kill a currently present process, but seems to auto-restart even after killing; then this indicates the process is already running as a service and the service will need to be stopped by your IT staff. Do NOT install as a service as Deadline can NOT support this configuration.
If enabled, these settings control what happens when a Worker that is running V-Ray Spawner has entered an IDLE state where it is not currently partaking in a V-Ray DBR render. We define a session as the time between a V-Ray DBR render completing and the next DBR based render starting. There are additional settings to control the behaviour once at least one DBR render has taken place on a Worker.
DR Session Auto Timeout Enable: If enabled, when a DR session has successfully completed on a Worker, the task on the Worker will be marked as complete after the DR session auto timeout period in seconds has been reached (Default: False).
DR Session Auto Timeout (Minutes): This is the timeout period (Default: 15 Minutes) when a DR session will timeout and be marked as complete by a Worker. This timeout is only active prior to the first render on the Worker.
DR Session Auto Timeout: After First Minute: This is the timeout period (Default: 15 Minutes) when a DR session will timeout and be marked as complete by a Worker. This timeout becomes active once the first render on the Worker is complete.
You can also submit V-Ray Spawner jobs for Rhino and Sketchup from the Monitor. In this case, the render nodes will simply be reserved for DBR, and the distributed rendering process itself will have to be initiated manually from within Rhino or Sketchup.
The following procedures describe how to install the integrated V-Ray DBR submission script for 3ds Max. The integrated submission script and the following installation procedure has been tested with Max versions 2012 and later(including Design editions).
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