![]() So instead of trying to make Vray act like an outdated rendering engine, try to see if you can shift your mentality and think in more real world lighting. If they had rendered them correctly from the start you would not be used to having them separated. The only reason you think of them as different is because old renders could not render reflections as realistically as Vray does, so they faked specular in the BRDF from the position of the light source. So having to give up the concept of specular and reflection as being two different things is a key factor. Therefore, the users (us) have to move away from old school lighting techniques as they only hurt the way Vray thinks. just to let you know Vray's mentality is a move towards real world lighting. so, just a wish from my side for further release Markus. ![]() You are right, there are work-arounds for that with several lights in the scene.įor sure, the blurry reflection way is the more correct and realistic way, but it is slower too. ![]() I dont see why it doesnt make sense to have a good old specular on standard materials AND the light source is NOT seen in the reflection of others. Nevertheless, it is nice to have full control over all those situations and sometime the "realistic" way isnt always the prefered result I agree with you that it is the same thing. Well, I would want to do that, because I love to tweak as much as possible in my scenes and keep control of everything
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