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Thread: change of light mode for IBL with arch&design mat in 3ds max 2012

  1. #21
    Join Date
    Mar 2011
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    Quote Originally Posted by strangerman View Post
    Zxx: This is a known issue from max 2013. A workaround would be set mode to solid, but you won't get transparent shadows anymore from IBL.
    this problem was in a max 2012. i still don't own 2013.

  2. #22
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    Apr 2009
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    Quote Originally Posted by blank... View Post
    Doesn't work, shadows remain solid.
    the solution in xsi is to set the shadow mode in rendersettings to "enabled" (default is "segment"). when i got transparent shadows. problem is you loose the ability to use colored falloff for refractions in mia mat. mia mat needs segment shadows (in xsi). workaround is to use the mib_dieletric shader for refractions with color falloffs.

  3. #23
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    Dec 2010
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    the solution in xsi is to set the shadow mode in rendersettings to "enabled" (default is "segment"). when i got transparent shadows. problem is you loose the ability to use colored falloff for refractions in mia mat. mia mat needs segment shadows (in xsi). workaround is to use the mib_dieletric shader for refractions with color falloffs.

    Hahaha, you have to be kidding right? Well it's a workaround at least...

  4. #24
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    Quote Originally Posted by Zxx View Post
    guys, i have a question. i'm using render optimizer for 2012 max. when i enable IBL via optimizer it works well with matte/shadow materials. when i enable it via maxscript, IBL works but i'm not receiving shadows from IBL on matte/shadow objects. in everything else it works the same way. i can't understand why. can you please look at my settings? maybe i forgot to enable something
    here is my .ms:
    mental_ray_string_options.addOption "environment lighting mode" "automatic"
    mental_ray_string_options.addOption "environment lighting cache" on
    mental_ray_string_options.addOption "environment lighting quality" 0.75
    mental_ray_string_options.addOption "environment lighting resolution" 512
    mental_ray_string_options.addOption "environment lighting shader samples" 2
    mental_ray_string_options.addOption "environment lighting shadow" "transparent"
    Is there a reason you have to use the maxscript/mental ray string options?? I would keep using the render optimizer, it's been working fine on my own projects.

  5. #25
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    Jul 2009
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    Quote Originally Posted by Zxx View Post
    this problem was in a max 2012. i still don't own 2013.
    And it's still present in 2013, tested and confirmed. Never had in 2012 though, this is weird.

  6. #26
    Join Date
    Sep 2011
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    Finally got the time to do some testing. As a starting point i rendered with mrSky and FG, IBL in essence, right? Everything as it is supposed to be.
    Then i switched to native IBL and transparent mode for shadows - no shadows.
    Next one, traditional way with HDRI plugged into a Skylight object.
    And now the confusing part - native IBL with solid mode for shadows and transparent mode with material flagged as opaque look the same, but, they also look the same as mrSky and traditional IBL version (OK, almost the same).

    So, i'm confused, how exactly are those shadows supposed to look? Maybe this scene setup isn't the best for this test?

    Here are the screenshots:
    http://img338.imageshack.us/img338/5671/ibltest.jpg
    Attached Images Attached Images

  7. #27
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    Apr 2009
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    Hi,

    to test the IBL-mode transparent must have a transparent material for example glas.

    mfg
    hot chip

  8. #28
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    Sep 2011
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    Quote Originally Posted by thorsten hartmann View Post
    to test the IBL-mode transparent must have a transparent material for example glas.
    Oh, didn't know that, obviously So if i have no transparent materials in the scene native IBL should work just fine.
    Thanks Thorsten, of to the testing!

  9. #29
    Join Date
    Apr 2009
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    hi blank,

    if you need glas or other transparency material, use th-generic material (similar to A&D Material), that works correct with native IBL.

    mfg
    hot chip

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