Looks great, shadows need some work as a lots of objects looks like they are floating as they dont seem to cast a shadow or reflection Are you going to sell this as vray exported btw?
Ahh right I see now, I knew that you need to drop the albedo into the sss and base but kept seeing a lot of variations with the maps specifically the sss weight and what not so wasn't too sure. I'm aiming for more of 'stylized realistic' look with sort of a 'heavy' sss sort of similar to like what Guzz Soares, Matias…
There was a thread here regarding the issue. Sorry don't have a link. Someone suggested Vray and Arnold could do it in Max but not directly, using special override shaders. From what I did personally : Modo can do it if you kill padding ( did it years ago and it's kind of shady now how I did it exactly but it definitely…
@gnoop I've just started testing Arnold myself - using MR then Vray then Corona for years - my main reason being the new SSS randomwalk 2 skin shader. Have you tested the Octane Skin shader and what DCC are you running it on? Also, how is Octane's Displacement?
hey maxime - regarding the GPL yeah its a trcky question - but there are bridges to renderman and vray for blender as well and none of these are opensource as far as I know. I guess if you set up your main programm in a way such that you pass the data to it via a command line interface or something similar it could work?…
I'm curious to know why you want to use EXRs in your work if you don't even know what they are? What work are you doing? EXR files are were developed for VFX pipelines. They have the ability to store arbitrary shader channels in a single file - so all map channels of a shader can be read from that single file. It is…
It's good that Crytek made a hardware agnostic realtime ray tracing technology but until AMD will adopt that in their GPUs, Nvidia RTX will always be superior in my opinion. It's not only for the fact that you can use ray tracing, the RT cores that Nvidia uses allows gaming companies to optmize their games for ray tracing…
Or use vrays ditributed rendering. In this case you just have to install vray on all workstations and vray will do the rest. Those computers look really old. I assume one geforce 2080 is faster than all four CPUs in there. If possible build a GPU cluster instead.
so i went back to finish the little robot guy named b31, i call him bouncer bot in a way to imagine a way this guy would be used for or maybe its job, anyway i wanted to imagine something about it for the texturing process in substance. i imagined this guy quite rough, maybe i went overboard again on this one, maybe ill…
The textures will still take up the next power of two size in video memory though (a 1000 pixel square image takes up the VRAM of 1024 pixel square image) so you might as well use the full power of two texture. Different hardware may also do different things to store it in VRAM, too, so you're better off authoring it at…