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Shine in rendering

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  • pablo.quintana

    It is not a problem, but the 2D window is doing a quick rendering. Then, if you move to the actual rendering window, a new set of lighting will be used. Try to change the environment map, rotate it, change its intensity, etc.

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  • ottoline

    It is an 'expectations'  problem as the user has identified  > the same material (shader) looks different in the two views (which is technically correct as it represents the two differing render engines treatment of the single fabric material (shader) - one is the CLO3D internal PBR fabric render view that uses less compute resources  (left window) and the other (right window) is the photoreal v-ray render engine generally used for quality presentation images.The problem is the context on expectations, and appreciating that these are indeed two separate render engines used for two separate visualization purposes. And that some materials will not render in the CLO3D render engine, yet are available in vray.  > eg: fur, glitter, Iridescence.

     

    The lighting will not change the fact that these are two visual rendering domain view-ports to the same scene and realtime camera view will yield two differing results. They will, and it does matter for some material choices. eg: fur. The left view uses the CLO3D PBR internal render engine > and the right view sends the same scene and fabric materials to the second (external partner) vray render engine for realtime co-ordinated scene rendering alongside the faster preview, hence the vray pause and stop button so GPU resources can be halted on that more intensive vray high quality render process using the GPU + CPU resources. Differing render engines will deliver different material results and therefore the user needs to explore both within the manual and test materials to comprehend how the results will indeed differ. It's an active process of exploration and first hand materials experience you may need to factor into your workflow along with some deeper reading on vray material shaders and how they will treat image texture maps.

     

    "Why this happens" ...  is because expectations need to be calibrated according to both the render engines specific capabilities, which requires some 'experience' using both, which takes time, some deeper reading, and also some forward planning for your final deadline visuals, eg: render on your workstation sequentially or maybe batch in parallel (eg: colorways) in the cloud based render system.

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