Tiling textures to standard, Iray Interactive

No one apparently had any ideas for my last set of questions, so let's try some new ones.   ;)

 

- How would one go about taking a mesh that uses tiling textures and giving it 'normal' UV maps? I looked at one of Faveral's buildings in UV mapper (free) and it doesn't look like something that can just be rearranged. I haven't really tried anything yet because I'm sure this would require a very specific workflow and wanted to hear some advice first.

- Is there a way to stop Iray's Interactive renderer from completely washing out all AO? I tried adjusting every setting I can find, and it always seems to look like a strong ambient light with no shadows or AO is applied to everything (like an Uberenvironment set to Ambient No Ray Tracing).

 

Thanks in advance for any help.

Comments

  • I can offer nothing on the UV question as that is something I'm still trying to master myself.

    As for Iray interactive, are you referring to using the Iray draw mode in the viewport?  If so, you might try clicking on the auto-expose icon to see if that helps.  It's the little black and white icon that appears next to the draw mode icon when you're using Iray preview.

    I also believe there is some functionality that isn't performed when using the preview mode.  For example, I believe SSS isn't applied to help speed up the rendering.  I have never noticed a lack of shadows or AO, though, but I don't use it nearly as much as I should.

  • SnowSultanSnowSultan Posts: 3,773

    I could never figure out how that little exposure icon worked until just now; you click on it and once it's lit up, you drag in the viewport. It's making everything blinding white, but at least I know what it does now.  :)

    Nah, the problem actually is the secondary pass of light that Interactive mode seems to apply, like a very strong bloom over everything. I can't figure out any way to stop that from happening.

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