Ralle
01-23-2010, 04:57 PM
Hi
I'm playing around with the photometric lights in 3ds Max for the first time and have a problem with the flakes of the car paint shader.
I have set up two lights as rectangular area lights and visible in the rendering. In a tutorial from Jeff Patton (Vehicle Rendering wit Mental Ray in 3ds Max from Gnomonology) I have learnd to switch of the the specular component of the lights, when they are visible in the rendering, to avoid overblown reflections. But the problem is that the flakes of the car paint shader are only visible in specular highlights for me. But in the tutorial from Jeff Patton the flakes are visible in his renderings and I'm wondering how I can do it? Can anybody help me out with this?
Thanks
I'm playing around with the photometric lights in 3ds Max for the first time and have a problem with the flakes of the car paint shader.
I have set up two lights as rectangular area lights and visible in the rendering. In a tutorial from Jeff Patton (Vehicle Rendering wit Mental Ray in 3ds Max from Gnomonology) I have learnd to switch of the the specular component of the lights, when they are visible in the rendering, to avoid overblown reflections. But the problem is that the flakes of the car paint shader are only visible in specular highlights for me. But in the tutorial from Jeff Patton the flakes are visible in his renderings and I'm wondering how I can do it? Can anybody help me out with this?
Thanks
