I actually managed to fix that noise quite a bit by redoing some UV of the most afected areas and using a single polygorup. Even so the result is still not the best, I thought maybe it just needed more Texel desnity but I rendered in 8K and thats the result Render in 2K: as you can see some of the artifacts are gone but…
DX10/11 make sense for Crysis 2. It's a shame if it's not in at launch. The dynamic global illumination solution they use involves rendering to a volume texture. With DX 9 you have to render to each slice whereas DX10/11 allows for rendering straight to the volume texture without having to change the render target to each…
Basically yes. But for the window/wall example, you generally use a different material for anything with alpha blending, so the window would be a separate material from the wall, and the wall would never have a rendering problem. The biggest reason to do it this way is for faster rendering... alpha blending is (relatively)…
I'm using Max over 10 years and having recently added Blender to my arsenal purely for rendering real time assets because it supports mikkt. Otherwise, for offline rendering of non-mikkt baked projects I'll stick with Max, because......Arnold. Arnold is a world class industry-leading renderer used extensively in high end…
polygoo: Looks awesome Marcus. Love the space render Thanks man, glad you dig the work! MM: nice work Marcus! the sculpt looks very nice and clean. what is the render from, realtime or offline ? the spec map feels a bit too uniform, so does the gloss map but other than that the textures looking nice. Thanks as always for…
Hi man! impressive. I have two questions! - first, how did you achieve that dirt effect on this render ? http://www.peperaart.com/tiger/tiger_final.jpg I can see a few ways to do it, but I am curious about yours :P (i'd personally render a screen space normals pass, feed it to crazybump, and use it as a mask for a 2d dirt…
Unfortunately, no way. The first problem is that what you want achieve is not the classic way of how the UDK work, from that, we don't have access to the render directly, we are dependent of the material's nodes for applying special effects. You also need to write your rendered GI image somewhere for applying it in the…
Edit them together in after effects or premier and then downscale them in there to the resolution that you want. This way the video will render out and only be compressed once, instead of twice. Also why wouldn't you want to do 1080p? The file is so large because it was probably uncompressed recorded video. Once you edit…
I'm having an issue with the glare camera post fx in mental ray. It works fine with single F9 renders but in animations it seems to ignore it and i'm losing the glare effect. I have the luminance (unitless) value under self-illumination of the Arch and Design mat keyframed so that it increases over time. My renders show no…
Sorry to the OP for the OT. There's nothing hairsplitting about it. Polygons are irrelevant to rendering and no longer do a sufficient job in describing rendering costs. If people are going to make a limit for rendering expense, make it for vertices, not polygons, as the same number of polygons can have wildly different…