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#61

Found the problem, im not sure, but i think it has something to do with uvw mapping.

I tried exporting spikey, importing it again, and rendering it. It rendered different, and gave me a uvw mapping error, then i tried changing the uvw mapping it, and put it to vertex mapping. I got the same result as you did, xcept i still havent gotten the hdri to render properly.

When i want to use hdri, is it enough to just have the hdr map in the enviroment pane?’
Do i need to use global illumination?

Again thank you for theese great shaders, now that i can get them to work, they are even better :slight_smile:
And thank you for all the help.


#62
  • Nope, I didn’t use GI either…

As for the mapping, I forgot to mention that that material in particular needs to be mapped using Vertex channel information due to the different material from the tips of the spikes inwards… :banghead:


#63

Finally got it working :slight_smile:

This is one of the first time i try out finalrender, so took me some time to find out how to set things up right.

The only thing i cant figure out is how to get rid of the hdri as a background, and get it black instead, other than using a plane as a background for the object.

Anyway, here is my latest render, getting close to getting it perfect :smiley:

Can`t thank you enough for theese materials, helped me learn alot about finalrender.


#64

Nice result :wink:

As to how to get rid of BG env. in fR - go to Raytracing rollout in the renderer and uncheck ENVIRONMET and use either plain color or a map or whatever…


#65

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