Hey there! Hoping that I’m posting this in the right section…
I have a question about rendering reflective/refractive surfaces with VRay in 3ds max.
I study architecture and I needed some exterior visualisations for my project presentation. I was making some test renderings after I’ve set the materials (used only VRay materials) and lighting (VRay HDRI env. map, Daylight with VRay Sun), when the problem occured:


I created a double facade system with aluminum and frosted glass panels above a concrete structure. The facade is a group of editable polys with 10 cm offset from the structure. Each polygon is assigned with a matID (1-4) and there’s a sub-object mat applied to it. The glass mat is a simple glass with fresnel and 0.9 reflection/refraction glossiness added to achieve the frost effect. The surface behind has a concrete tiles mat assigned to it (some reflection, bump and diffuse maps…).
You’ll notice the splotches on what was supposed to be a frosted glass surface. It’s interesting that the problem seems to disappear when the distance between the glass and the object behind it increases (notice the staircase, which seems to be correctly rendered).
I tried increasing the subdivs in materials, tweaking primary (Irr.Map) and secondary (Light Cache) engines, antialiasing, reflection/refraction level and some glass mat parameters (affect shadow, reflective/refractive amount…). As nothing worked so far, I’m guessing that it’s either a VRay material issue or there’s not enough light info for VRay to correctly calculate the reflections of the two nearing reflective surfaces (even though I increased the max depth level to 18) … but then again, it could be my error. I’m using 3ds max 9 and VRay 1.5.
Looking forward to your comments!



