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View Full Version : MRay, next problem with glossiness.(3dmax)


Trofimm
08-26-2008, 09:41 AM
When using Photometric light (3d max 2009), I want to get almost pure reflect. Sets in the material glossiness = 1, and as a result far from a mirror reflection.

JeffPatton
08-26-2008, 10:34 PM
One option would be to turn off the specular option on the light source to get a true reflection instead of the reflection + specular highlight.

Trofimm
08-27-2008, 05:48 AM
Thanks, probably no other options.

Bao2
08-29-2008, 02:48 PM
One option would be to turn off the specular option on the light source to get a true reflection instead of the reflection + specular highlight.

The material of the floor is an Arch&Design material. There is an option in the Advanced Rendering Options: "Visible area lights cause no Highlights" that I can't do it to work. Do you know Jeff if this is a know bug or do you know how to do this to work? I tried different lights in case it only works with some type but nothing, just don't works, I think this is a bug but I am not sure if I am missing something.

JeffPatton
08-29-2008, 03:14 PM
The material of the floor is an Arch&Design material. There is an option in the Advanced Rendering Options: "Visible area lights cause no Highlights" that I can't do it to work. Do you know Jeff if this is a know bug or do you know how to do this to work?While we'd expect that to work with the photometric lights, the A&D information states that function only works with the mental ray area lights (spotlight & omni) so it doesn't look like a bug but by design. :shrug:

Bao2
08-29-2008, 05:22 PM
I only tried with photometric and sun&sky. Thanks Jeff.

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