yeah.. dude.. most ppl will tell you not to render a GI because most n00bs dont know how to properly set up that shit and usually just end up using a skylight in max and activating light tracer.. turning those renders dificult to see the shape of the objects. if you want to do that shit, go ahead but remember to add a omni…
Interesting. I'm curious how much load time we're talking about here... with a semi-complex procedural made of several controls, it can take quite a bit of processor time to render a 1024 bitmap. Even kkreiger, with its not-so-complex textures, took quite a bit of load time to render them all out. I do see the point though…
If you have a bunch of pieces to render out, I also suggest setting up a local backburner server on your own machine (Launch server, monitor and manager) and set RTT to network render. That way as soon as all the jobs are sent you can continue working in 3dsmax while it renders in the background. If you use Mental Ray it…
I used to work with the ati normal mapper before switching to doom3, the render is very good, it renders occlusion term, the viewer is ok. but it's really really slow...maybe the slowest normal map renderer (depending of the rendering quality of course, but I'm talking about somehting the same quality as doom3's output).…
Yes! Our entire render pipeline is defined like that. You can make an entirely new render pipeline without touching any c++ code. For example, not too long ago I made some changes to our render pipe where I wanted to do two passes for transparent objects (front culling followed back by culling) to improve double sided…
Normal maps are for video games or realtime rendering, they require more memory (color RGB image vs black and white) but less processing because the gpu does not need to calculate the surface normals, it just have to read them from the texture. With a bump map or black and white image, the render or gpu has to figure out…
If you're looking for more complex compositing options then you can render out specific passes. In general when i have a pre-rendered sequence to work on i do a pass for lighting, color, and specular. Once i have all those sequences i bring it into premier where i have some flexibility in the blending layers. The other…
We render with arnold. The renderer makes use of so called "tiled" textures. These are basically mip mapped Files which are created out of our EXR textures. These tiled textures allow to load only the required mip levels of each UDIM texture. Here´s a quote from the solidangle documentation Another point is that we don´t…
Damn it, I have the same problem but I have no idea what you guys are talking about. I need to export a render from Zbrush with a transparent background aka no black background, just the render in the front. Anytime I try to use the Alpha Mask to extract my render from the black background in photoshop, it never comes out…
Tinman, wow. This is so cool! Hey, you know what would be awsome? a mental ray tutorial. Rendering techniques are something I am sorely lacking knowledge in. This is great stuff. I am sure you can get a front page on cgtalk and zbrush central with this momma. *EDIT* So I looked for some mental ray tutorials, LAME. What you…