Hey Thomas, always good to hear from you. Have you tried using the real-time denoiser when ray-tracing is on in TB4 (assuming you have an RTX card)? This can help considerably with the noise issue. As to your comment "but without an offline renderer's accuracy" could you tell me what led to this conclusion? TB4's RT mode…
The hybrid renderers give you little noise on direct lighting, but all indirect is still noisy due to nature of path-tracing and can take a good deal of the frame's complexity. I've seen the iray denoiser applied in real-time scenario, so only very few rays per pixel accumulated, and it gives a fairly stylistic look and it…
So I've been working on a new scene for a client and he's graciously allowed me to share the work in progress scene on here. Be prepared for a bit of an essay here as I go over the details as well as some very large images grabbed straight from Unity editor... So the client is after a sci fi hanger bay in Unity engine. The…
Last couple of days I've had issues baking textures for this asset: This is the hi-poly: Normal flats: I'm mainly using mental ray with 1 - 64 samples per pixel and a 2K texture (I'm planning on using a 1K texture, just wanted to see if I could up the resolution to fix some of it). I may be trying too hard to get that…
Software: Maya / ZBrush / Substance 3D Painter / UE5 Fan art of Minamoto no Raikou from Fate/Grand Order. Rendered in toolbag Feedback and critiques are welcome.
From my perspective, had thought the previous series complimented your scene nicely, although admit was focused more upon the asset itself so missed those points you've mentioned above, indeed earth has an extremely thin habitable layer/zone at only 3000m (12.500ft) altitude without need for an oxygen mask and 100km (62…
After I threw up, twice... I rubbed my eyes and doubled checked the news coming out of Hollywood. Michael Bay is re-writing the teenage mutant ninja turtle origin for the upcoming live action reboot. They are now aliens...from outer space, not mutants. (below image is not from the movie) "When you see this movie, kids are…
There once was a town on Bridgewater Bay, where a young man lived. This young man was a recluse, and never looked further than the surface of the people who lived in the town. He would go about his day, and people would let him, for everyone knew this young man was cruel. He was selfish, and never went out of his way for…
Ok the post after my last one is right, one per day may be a bit rushed. I would give 2 days each minimum. My weapons thread for example, most of those were 2 day jobs. Similarly at work, when i did weapons and simple props, 2 days was also my average (unless i got endless tweak requests). Of course more complicated things…
Informative and I suppose adaptive as well? I'm curious because at the moment leveraging the KitOps addon feature, specifically it's embedded procedural PBR material system too texture raw HS geometry in order to 'previs' conceptual content, primarily via shader channels so yes I'd agree can be bit of a time sink fiddling…