![vray settings material gloss vray settings material gloss](https://docs.chaos.com/download/attachments/64595900/Rhino6Vray4.2.1_Materials_Options.gif)
It is important to understand that no material in the real world is pure white RGB (25,255,255) nor pure black RGB (0,0,0). This is the actual colour of the surface, reflection and refraction colours can affect the visual appearance of this colour. I will crank up the self-illum and see what happens.A more in depth look at each setting within a Vray material for version Vray 2.0.
![vray settings material gloss vray settings material gloss](https://i.ytimg.com/vi/1YRun051y5Y/maxresdefault.jpg)
Also regarding reflections, I am not sure even a very bright fixture would create a much sharper reflection at that distance. For example in the test scene the self-illum is 800 cd/m2 which is less than the light in the fixture but got the level of illum I was looking for. Not sure if that is what is cause these dots but I would stay with reasonable values. Regarding self-illum, you have to be careful to not through unrealistic values in there since they can cause artifacts. So here the ceiling is at 9’ for example.
![vray settings material gloss vray settings material gloss](https://2.bp.blogspot.com/-HUQcsrngNP0/UBau6YnLNqI/AAAAAAAABBQ/GubX3yQRY8o/s1600/render+settings.jpg)
Though the unit of measure shouldn’t matter as long as things measure out correctly in display units. Must have just been what it was last set to. Most of the time I work with inches as the unit of measure, I switch over to feet sometimes when importing models from other packages or Vue etc. If you put a strong self illuminated object you’ll also get the speckling in the reflections.
![vray settings material gloss vray settings material gloss](https://img.cadnav.com/allimg/140314/1-140314205U2.jpg)
I tend not to touch the system units if I’m modeling arch stuff and I’m curious why you did change yours.Īlso I noticed that your reflections are not really the lights per se. Thanks Samuel! I see that in your file you changed the System units to Feet. Generally I can get around 3ds Max fairly well, but am still pretty ignorant towards a lot of the settings. Thus I’m outside my typical box a bit here. I’ve done quite a few exteriors with using the daylight and sunlight systems, but very few interior scenes. I’m fairly new to mental ray, but have been using 3Ds max for about 10 years in an architectural setting only. I’ve upped my sampling quality to min=4 max=64.Īs for some background on me. I’ve glossy reflection/refraction precision up to 5 for each. I’ve assigned scanline renderer so as to reset the settings and then switched back to mental ray. I’ve upped diffuse bounces from 0 to 5, to 10. I’ve used Final Gather settings from draft to high. Rendering: I’ve tried with GI both on and off. “Highlights+FG only” fixes the dotting, but only by removing the reflections, thus not actually solving my problem, as it stops looking glossy. I’ve tried a BDRF by IOR and custom with settings ranging from. Material: So far, I’ve ruled out glossy samples, for both reflection and refraction (I’ve tried 8, 25, 50, 100), and Fast Interpolate (when on the dots are gone and replaced by large fuzzy white squares in lieu of dots). To no avail, I can find similar problems, but no answer that solves mine. So what have I done thus far, other than post like a noob on these forums? I’ve spent the last two days scrolling through forum aafter forum looking for an answer. I have not changed any other settings from the default settings that 3ds Max opens up with. The wood material is an A&D using the preset of “Glossy Varnished Wood” of which I then changed the default diffuse bitmap to be a different image. I’m rendering with mental ray on it’s “.with.gi” preset. I’m using photometric lights set to disc with a 2.5 radius and unchecked targeted. The scene itself is as standard as it comes. An image of my specific problem can be found here: However, the reflections of my lights are appearing as many small white dots, and not as the “hot spots” one would typically see in such a scenario. I want the wood to appear slightly glossy, and most of its glossy reflections look okay. I am creating a small architectural conference room scene with some large wood paneling.