hmm that's weird. It doesn't do that by default. I just tried setting up two spot lights with light fog with their cones intersecting and it rendered in a pretty sensible way. Are these being rendered on layers? Is there anything unusual about the way you have them connected to the shading engine? edit: oh, also just to…
Updating with 2 WIP Renders of the latest Prop/PBR Texture Project. Render 1: Mostly some work in hashing out an effective PBR Gem setup in Marmoset, as well as a study in Emissive textures. Render 2: Working on a Tesla-esque Faberge Egg, and building off of the previous study. Any comments/critiques/feedback are greatly…
You can bake normal maps in photoshop using NDo2. Though its results vary on a model-texture basis. When rendering in xnormals, inside the list of things you can render is an option. It's either AO or Ambient Occultion. This needs a model though. There is also an option to render normal maps into AO's in he tools window I…
Guessing Hatred wants a render without AA since it looks to rendered without filtering too (lowend ingame render, whatever). Way too sharp texture, his beard looks like steel wool when the texture is this sharp. Try toning the sharpening down to get rid of the annoying pattern of black and white pixels that's currently…
The only thing I can think of off hand since I hardly do any rendering with Modo (or any other software for that matter). Did you make sure to move the actual "Camera" item into the correct position to capture the rendered frames? or did you possibly just move the perspective viewport to where you wanted to render from?
I have a pillar that is Decimated out of ZBrush and I am trying to render to texture and not only is my diffuse map picking up this streaked lighting issue but my normal map is as well. Topogun renders out my normal and AO map just fine, but for more complex geometry I feel Max's render to texture with supersampling on…
I've been following the tutorial video for Quixel colors, but as soon as I try to render out my materials using TURTLE, all I get is a solid blue map. The render is "complete", but the default blue never goes away. These are my current render settings on TURTLE. As far as I can tell, they are identical to the ones used in…
Hi, I'm a student with 7 months experience now using 3ds Max 2012 (free student edition). I thought Iray was awesome, awesome enough that I now have an Nvidia Geforce 560ti 2GB. Though, I'm having problems with Iray, such as getting artifacts or grainy-ness in renders. :poly127: You can see in this 2 minute render here >…
Some minor things I have noticed while using toolbag3. For some reason you can't specify if you want a wireframe on individual meshes. I mean I could put a shadow catcher under it, but just something I noticed. Also for rendering out screenshots. I do find it annoying that renders are not tied to the saved file. Yes, you…
Hey, I am using Crazy Bump to create shader maps for use in Maya 2008. The preview in Crazy Bump looks nice but when i use the bump section of a Blinn shader in Maya and render its looks nothing like the CB preview. Can anyone help? Here are the images. CB Preview: Maya Render (Bump Depth Section of Blinn) Maya Render…