This is a great site for comparing: https://www.videocardbenchmark.net/high_end_gpus.html In most cases, you're paying a lot more over a regular 1080 for about 12% better performance. The price curve for super high end hardware is always out of whack. Hell, a 1080 Ti really isn't that much faster than a 1070. The Vega…
Hi Arsh This is what the pack fixes and as you can see each fix is proceeded by the service pack number that fixed the problem: Heres the SP3 fixes only: Added entries in the .ini file to be able to set TCB default values for the different Biped key types (SP 3). Lag with Select by Name dialog when Cloth is used with…
* (3ds max + Vray), should be able to know how to import a CAD file into a Max. * Ability to work on photo realistic exterior/interior modeling & texturing * Interior rendering & floor plan * Exterior rendering & landscaping * Ability to understand and handle * Ability to understand Architectural CAD Drawings * 3D…
hey! new here. i've been working on a 3dge project for a few years now, and i'm trying to learn how to make efficient lowpoly realistic environments. here's a look: (render, i had to temporarily remove the mixed textures from my blender file exporter, and reveling in ray traced ambient occlusion, i'll be hand painting that…
It's apples to oranges because they're completely different technologies with different goals. Nanite is virtualised geometry, i.e. streamed geometry meaning that it uploads only as much mesh data as is required to the GPU for rendering. VRMesh is VRay's stored version of a proxy mesh. You can literally have a point or…
Hi! I would try to get away modeling them and apply tiling textures. Surface variation can then be added through texture blending. Geometric detail through meshes layered on top. You will probably need to figure out how to blend meshes together, so it all looks like one solid piece in the end. You could use some mesh…
More from the article above... "A number of different components are required to render this level of detail, right?" offers Sweeney. "One is the GPU performance and GPU architecture to draw an incredible amount of geometry that you're talking about - a very large number of teraflops being required for this. The other is…
Hey man! Glad to have you aboard. I have a couple of questions: Are you looking to make game art, or just 3d art for fun? If you're looking to make game art I would render in something like Marmoset, Unreal, or Unity and learn the process of baking the necessary texture maps and making low-res geometry. If you're just…
Surface types are usually assigned to mat IDs that are physicalized. Most meshes assigned that matID will be physics proxy meshes or render meshes that are going to be their own physics proxy and don't have a separate one, ie again physicalized. So you may end up with 3 proxy sub mats. Be aware that while you can…