designingpatrick
04-15-2009, 10:11 PM
Standard Max shaders with textures receive light and shadow as expected, Standard Vray material also receives light and shadow, but adding a texture to a standard vray material creates a somewhat flat render with no definable light or shadow detail. I'm using .tiff textures, but get the same result with .jpg.
The primary bounces is calculated through the irradiance map, and as the render appears, the shadow/light balance displays expected contrast. But the secondary, brute force, washes it all out.
The ground in the two images is colored through a Max standard shader.
The object next to the light has the Vray material applied in the first image, and a standard applied in the second.
I'm using an omni light, with area shadows and attenuation. I assume that anyone reading this post will need more detail, so please ask!
The primary bounces is calculated through the irradiance map, and as the render appears, the shadow/light balance displays expected contrast. But the secondary, brute force, washes it all out.
The ground in the two images is colored through a Max standard shader.
The object next to the light has the Vray material applied in the first image, and a standard applied in the second.
I'm using an omni light, with area shadows and attenuation. I assume that anyone reading this post will need more detail, so please ask!
