Correcting the Vray & Mental Ray Self-Illumination Display in Viewport
Correcting the Vray & Mental Ray Self-Illumination Display in Viewport by Jamie Cardoso
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The following tutorial assumes that the user has a basic knowledge of 3ds Max when applying textures to the self-illumination toggle; applying the “UVW map” modifier and assigning material slots to objects/surfaces.
When using a bitmap in the “VrayLightMtl” or mental ray “Self Illumination (Glow)” toggle, the texture display is often overridden by its default colour swatch (i.e. white) in the viewport.
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OR
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The viewport artifact occurs even when the “Show Standard Map in Viewport” button is enabled in the “Bitmap” parameters.
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It’s also worth mentioning that this problem is only specific to 3Ds Max 2012 and 2013.
This current “bottleneck” is a major setback to users trying to tweak the bitmap to fit a specific area of a surface while using the “UVW map” modifier.
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So far, some users resort to numerous unpractical solutions to overcome this hurdle.
The practical approach frequently used by most professionals to correct this viewport artifact, is to simply change the self-Illumination default colour swatch, to 100% black.
This “trick” will enable the self-illumination texture to automatically become visible in the viewport, for both Vray or mental ray.
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OR
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Finally, once more, I would like to give a big THANK YOU to “RENDER NOW” for allowing me to use their extensive and reliable rendering resources to finalize the above image...at a lightning speed!!!
I hope you have found this tutorial useful.
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