Thanks Zpanzer! Yes, these are Max renders, and I agree with you about my presentation - now that I look closely, I see that the renders aren't matching my texture very well. I have 50% self illumination at the moment, but perhaps I need a little more! *sigh* presentation is harder than I thought haha.. in the end I will…
yes, try putting a translucent material in the blurred foreground with a focused background behind it won't work (afaik). That is, because the DoF attacks dependend on the zBuffer and translucent materials don't render into the zBuffer. If you're doing this for a game, probably not worth the time to fix it. If you're doing…
I'm currently rendering with Arnold in Maya. Unfortunately, I have to stay rendering with Arnold because I'm working in a group project with 3 other people. To save on time we have all decided to stay to 1 renderer so we can all have the same scenes. I miss mental ray so much. So do you have any specific suggestions on…
Ah I wasn't really thinking about volumetric FX but more along the lines of for example rendering a firesprite on a sphere, but yeah actual real volumetric FX would have been awesome, especially when you're driving through the fire. I would imagine some day you'll use software like FumeFx but instead of rendering to…
This is often what I have to do at work, but considering the volume it's usually just hit render haha. I've done over 1000 renders at work but the longest I've ever gotten to spend on a full scene is 12 hours (averages 2 hours) start to finish. I realised that having 1000 mediocre renders is not as good as having 1…
Yes, that's what I meant with mip mapping. The mip mapping process blurs the scratchmap, and it looks more like molten ice with scratches now. You would need to adjust the mip bias in your GPU driver or try saving the texture without mips (if that would work in UE4) This is one of those things in realtime rendering that's…
@Optimus I put a Meshsmooth on most of the objects and placed an hdri in the environment while still using the daylight and messed around with the Mental Ray render settings and exposure with re-render after re-render until my eyes melted. I still need to play with the materials a bit, but I think definite improvements…
It doesn't "fix" anything, it simply renders the normals exactly the same as the 3ds max scanline renderer, so you're not getting any extra smoothing errors from tangent spaces being unsynchronized. Chances are you're gonna get smoothing errors in-game if their normal map rendering isn't synchronized to the 3ds max…
You've got a great render here and the pose looks fine, the lighting does make it look like her foot is floating in front of the concrete rather than on a block of it, but most disappointing of all is that you put all this work into it only to show a back view shot of her, i'd really like to see a front perspective beauty…
Quality of the rendering does affect the perception of your animation. It's never "just the animation". The effect may be slight, but can be enough to push the decision one way or the other. As you only have about a minute to impress, anything that doesn't directly help is hurting. Maya VP2, UE4 and Unity all make very…