Home › Forums › Graphics / 3ds Max › multiple hdr
- This topic has 13 replies, 3 voices, and was last updated 4 years, 6 months ago by Mikhail Luzyanin.
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2020-06-23 at 10:30 am #29156NaxosCGCustomer
Hello guys,
Is there a way to use several hdri pictures, so some objects get reflects from another hdri than the main environment one ?"1+1=3... for large values of 1"
2020-06-23 at 11:30 am #29163Mikhail LuzyaninStaffUnfortunally no.
Co-founder and lead graphics specialist at Soft8Soft.
2020-06-23 at 12:38 pm #29164Alexander KovelenovStaff2020-06-23 at 1:52 pm #29172NaxosCGCustomerSorry, i’m a 3dsmax guy… any similar tip ?
"1+1=3... for large values of 1"
2020-06-23 at 2:02 pm #29173Mikhail LuzyaninStaffSorry, i’m a 3dsmax guy… any similar tip ?
The only way is to use standart material system.
Co-founder and lead graphics specialist at Soft8Soft.
2020-06-23 at 2:15 pm #29174NaxosCGCustomerSorry, i’m a 3dsmax guy… any similar tip ?
The only way is to use standart material system.
Ok, less nice, but ok.
"1+1=3... for large values of 1"
2020-06-23 at 3:11 pm #29175NaxosCGCustomerSorry to ask, but when i put my hdr picture in the reflection slot of the standard material, it goes chrome even with the percentage of map donw to 10 instead of default 100)…
Please see my screenshot (sorry it is small for balls).
The red one is nice shader, but reflects the default hdr environment : i can’t change it as it was made for the special glass billards table to get nice reflections.
the chromed ball is with standard material, and another hdr envir in it’s reflection slot : see, even at 20% it goes chromed.Any help ?
"1+1=3... for large values of 1"
2020-06-24 at 6:54 am #29200Mikhail LuzyaninStaffYou need to change specular color to change environment influence. You can connect a fresnel node to it to add a fresnel effect on the material or any map etc
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You must be logged in to view attached files.Co-founder and lead graphics specialist at Soft8Soft.
2020-06-24 at 7:14 am #29206NaxosCGCustomerOk, it is better, no more chrome, but as you can see in my screenshot, the “standard”-shaded ball it black (with wanted reflects on, thanks).
So i guess standard materials are not lit with environment HDRi lighting, like the physical-shaded is.
"1+1=3... for large values of 1"
2020-06-24 at 7:19 am #29207Mikhail LuzyaninStaffSo i guess standard materials are not lit with environment HDRi lighting, like the physical-shaded is.
Yes, it’s can be lit only with light sources.
Co-founder and lead graphics specialist at Soft8Soft.
2020-06-24 at 7:43 am #29208NaxosCGCustomerOk, so here comes the dead-end… I’ll figure out another way.
This would be a feature request : let us use different hdr pictures for different meshes / shaders…
Plus let us use a hdr for light, and another for reflectionsBest regards.
"1+1=3... for large values of 1"
2020-06-24 at 7:54 am #29209Mikhail LuzyaninStaffhis would be a feature request : let us use different hdr pictures for different meshes / shaders…
Plus let us use a hdr for light, and another for reflectionsIf this will be possible to do directly in 3ds max then it will ne possible to implement in Verge.
Co-founder and lead graphics specialist at Soft8Soft.
2020-06-24 at 10:42 am #29241NaxosCGCustomerOk, so i understand that as long as Physical material does not have a slot for environment reflection, no way… sad.
"1+1=3... for large values of 1"
2020-06-24 at 12:04 pm #29254Mikhail LuzyaninStaffYes, unfortunally 3ds max material system not so flexable.
Co-founder and lead graphics specialist at Soft8Soft.
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