I wouldn't have thought memory was really a concern here, I'd be more interested in what you're actually drawing to screen . It'll depend on how the renderer batches materials and what effect changing parameters has as to what happens at render time. That simple material colour change could mean you're quadrupling the…
Without a doubt its 3D Max as the Graphic Engine is very different from Maya. Now as for you mention, Eric is correct it is a reverse face as your only getting some vertices welding to see if an object has a reverse face you can click render with the default settings and it will render out an image of your model and if…
Glad you managed to work it out in the end Simon - nice write up, nice demo too Tamarin! Once I created the texture and an example shader I passed this on to the effects guys who created the full effect you see in the video. So really I didn't do much :) And of course the method is inspired by lots of other peoples work. I…
@ayoub44 Thanks for your feedback man! The first receiver render is just weird light reflection, surface is very smooth on model There are clear hard edges in the second image, I did it because I wanted to avoid extreme waviness /mesh misalignment, I have to correct this part in photoshop. @Irodex Thanks man, I tried to…
Your object from MOI is a NURBS solid object that gets converted to polygons at export. You may have to fiddle with the settings to get a cleaner conversion. No, the n-gons are fine. It's the misaligned/unwelded verts/edges that are the export error. If you're just exporting for rendering then polysoup geo or any geo is…
I think CrazyButcher is right. From what I understand it's crunching a bunch of numbers (CPU), not shuffling data around in and out of temp storage (RAM). Rendering is about figuring out angles and thinking through complex solutions. It's why a render farm has hundreds of CPU's instead of one super computer stuffed full of…
This a great overview of Lighting, mainly for film, but still applies to general CG work. A great overview of lighting, shadows, composition and general lighting techniques. [ame="https://www.amazon.com/Digital-Lighting-Rendering-2nd-Edition/dp/0321316312/ref=sr_1_1?ie=UTF8&qid=1338223437&sr=8-1"]Amazon.com: Digital…
Your CPU and GPU times are very low and your "saved by batches" is high which is good. Your shadowcasters number is quite high. That isn't an issue now but it may be if you add lights to the scene. By default, I turn all shadowcaster switches off for each object mesh renderer unless I know the shadow will be seen by the…
Anyway; what I generally do is. * Keep the Quad LowPoly for final render. Sure, does look a bit cleaner than triangulated mesh for renders * Triangulate the LowPoly I want to bake. Save as Tris for baking. Triangulating is not always required but is definitly a good thing to do. On organic meshe the triangulation isn't…
There are a few edges in the handle I might re-route so the quads look more standard and have less of a chance of doing something funny with the cage. It looks like you're ready to start baking, you can do that in 3dsmax with Render To Texture (RTT) or xNormal, both have their advantages and disadvantages and both have a…