There is no backface. There is point data and a computed normal. When you have single sided materials the rendering routine culls all faces that face away from the camera. When rendering doublesided it doesn't. It just renders all faces in the object. Most shadowing algorithms rely on a face normal (The averaged vertex…
Thank you Alex! I have done experiments with nanite and decided not to use this time for two reasons. The first one is that for thin geometry, in this case grass strands for example, the rendering gets very noisy as you get further away from the foliage. The rendered polygons get so thin that it can't be rendered well.…
Please keep in mind that I'm using bevel shader (https://docs.blender.org/manual/en/latest/render/shader_nodes/input/bevel.html), not a bevel modifier, i.e. it does not affect High-poly topology at all. The topology is actually a mess, but I believe it should not matter as long as the end result looks good, since it is…
Well I'd also say it looks a bit flat. I'm not even sure that's the right word to use, but it's late and I'm gonna run with it. Switching back and forth between the concept and the render you can definitely tell something is lost from the concept. It might be that the render removes that sense of weight the concept…
Is this shot from the render preview window, or from the actual output? The preview is often misleading. I'm not familiar with "ink n' paint" so I can't be much use there. All I can say is: Don't bake with mental ray and use a cage. Not sure if that will fix any of your issues. To get a color mask rendered out I would use…
Agree it’s objectively better if you’re using full global illumination. Then you’re getting reactive bounces and accumulation and occlusion, yippee! But I think we’re talking about real-time rendering here, which is all about shortcuts, like using baked occlusion, and deciding how you want to mix it in your shader. At…
A first render setup. I incorporated some of the feedback like contrast in the albedo, fixed the brickbond and added some height variation. For some weird reason, marmoset4 doesnt like to render my 8k textures. I exported in 8k, but the 4k and 8k renders look 100% the same. I am sure I had this problem before... Anyways,…
First off, Welcome to Polycount! Pleasure to have you (sailor). This is a very cool concept, and I think you've managed to execute it really well. Great work! My main critique is that I think your presentation needs work. The fireflies and speckles present in your renders detract significantly from the piece. Renders have…
Hello guys, time without posting something here, just 4 years. I stop working on 3D for a while and months ago when we start publishing a new web comic (me and my couple) and I decide help her with one of the scenes because is really detailed and if good for her have a reference of every angle in this case renders and a…
Hello everybody! I've spent some time working on an anime stylized project, where I used an Arnold's toon shader. I wrote this article to not forget how to set up the toon shader next time and maybe help someone else if they struggle with the same thing. Will really appreciate your feedback on my setup! Maybe there was a…