![]() We used to have a diffuse of 0.1 in the original water preset. Why? Because the energy conservation will only give as much "diffuse" as there is NOT transparency. First of all, crank up your "Diffuse" to 1.0. This is nice, but now we have the opposite problem the surface is nigh invisible. Now, the color at the bottom of the pool (at the designated depth) is pretty much the same, but it fades towards that color, rather than immediately hitting it at the surface. If we change our transparency color back to white, and instead turn on the refraction "Color at Max Distance" (refr_falloff_on) and set the distance (refr_falloff_distance) to the depth of the pool, then enable the "Color at Max Distance" (refr_falloff_color_on) and set that color (refr_falloff_color) to the same "watery blue", we will get this result: ![]() The reason for this is that we used a transparency color, and as the manual says, intensity changes "at the surface of a solid" isn't really what reality does. Note how there is a very sharp transition from air to "underwater" which looks strange. While this is nice, it isn't very realistic. ![]() If we turn it up to 1.0Īnd set a transparency color of "watery blue" we get the following result: The simple fix is to simply turn "transparency" up. What it really shows you, is that water really doesn't have much color, it simply reflects the physical mental ray sky.Īnyway, what to do about seeing "into" the water? The intent for the preset is for nice quick ocean surfaces and similar. it does the reflections, but you can't actually see into the water, like thus: Power up your renders with all-new GPU features, including 2D displacement, support for OSL textures, memory tracking and initial out-of-core implementation to handle your largest scenes.I was asked how to do more "realistic" water using the Arch&Design (mia_material) shader, since the available presets we ship is only for a surface, i.e. Select industry-standard ACEScg for rendering with automatic color space adjustment for textures, dispersion, sun & sky, and light temperature colors. The new Layer compositor lets you fine-tune your images directly in the V-Ray Frame Buffer - without the need for a separate post-processing app. Interactively adjust lights, without rerendering with the Light Mix render element. Improve viewport and render speed with the new VRay Proxy node - а simplified single geometry node structure with easy-to-use, rule-based material and visibility assignments.Įxplore different lighting options from a single render. ![]() ![]() Use boolean operations to easily combine LPEs, or quick start with built-in presets. Output any lighting contributions with Light Path Expressions for fine-grained control in compositing. ![]()
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