Rendering problems

About Truespace Archives

These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.

They are retained here for archive purposes only.

Rendering problems // Visitor Area

1  |  

Post by Unregistered // Feb 10, 2008, 12:12pm

Unregistered
Total Posts: 0
hi all. i am new to truespace 7.5 and v-ray 1.5. i am running it on vista with 2gig ram and nvidia 8600gs. here is the problem. when i apply dx9 materials to my objects everything looks fine in the workspace view, but when i render the object with vray, some render the same as in workspace and some don't. for example... if i apply glass shader material to an object it looks perfect in workspace view with reflections and all, but as soon as i render it to say a file, it renders back to plain object even though the workspace view is fine. i am hoping this is just down to my inexperience with the truespace/vray but would appreciate if someone could help. please.....

Post by kena // Feb 11, 2008, 5:32am

kena
Total Posts: 2321
pic
Very easily solved. The DX9 Shaders are for real-time only. you need to use v-ray shaders for them all to work when rendering v-ray. This is especially true of the transparent shaders. Many of the LightWorks and DX9 Shaders will also look ok for v-ray, but not all of them will translate correctly.

I've made the same mistake several times. It would be nice if the v-ray shaders also worked in solid mode, but they just don't. you have to render a portion of the screen where you apply it to see if it looks the way you want. :D Hope that helps.

Post by TomG // Feb 11, 2008, 5:35am

TomG
Total Posts: 3397
Hello!


Different render engines use different shaders. The real-time glass shader that looks good in the real-time view will not render in V-Ray though. The V-Ray glass shader will not look like glass in real-time :)


This is because V-Ray uses raytracing to generate realistic glass, and the real-time engine cannot do raytracing (which is computationally expensive and so slow).


The real-time shader uses special code to simulate reflection and transparency. The code has to use features for the engine it is written for, and so it uses features of the real-time engine. These features are not available when rendering with V-Ray, as V-Ray does not have the same features with the same names, which means V-Ray cannot create the same effect.


It is important when you start a project to decide what its final render engine will be, and then to use the suitable shaders. If you plan on rendering in V-Ray, you should not use the real-time DX materials. If you plan on rendering in real-time only, you should not use V-Ray shaders like Glass, Metal etc.


While tS will do the best it can to "translate" the shaders from one engine to another, in many cases a good translation is just not possible, and this is why it is best to choose your target engine, and build your scene accordingly.


(Not only that, but different lighting set ups work better for the different engines too, so you would set up lights differently for real-time than for V-Ray, which would be different again from Lightworks).


The plus to a range of render engines is flexibility and choice. The slight downside is that you then have a range of shaders that won't work identically in each engine, and managing your choice of shaders becomes an important step.


HTH!

Tom

Post by Unregistered // Feb 11, 2008, 10:11am

Unregistered
Total Posts: 0
thankyou Kena and Tom G for the advice. that is a big help. i will play around with the different render engines and settings to get it right. cheers !
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2024. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn