Hi again My Render Elements beauty pass (image 1) seems to look unusual, it resembles a reflection pass. :poly142: I thought it would look more like a complete version of all the elements (image 2), am I wrong in my understanding? :poly124: Thank you! :)
Those bands that run through the fog and ocean are from the depth fade node I've used in my shaders built with ASE. It has something to do with the depth texture. It only shows up on some devices. It's not present on Ipad, or older Android devices. Only Adreno GPUs as far as I can tell atm. I did manage to make it go away…
That's odd. We are using Render To Texture here a ton, Max 2018, and it works well. We're baking both in V-Ray, and separately in Scanline. You have Shell Materials turned on. Are those set up correctly for rebaking? We always turn that off (Render to files only), so the original materials are unaffected.
I am trying to brush up on my texture map skills and so I would appreciate any help. The brick wall texture I got off google and in Photoshop worked to make it seamless. Diffuse Map Bump Map Displacement Render in Maya via Mental Ray Diffuse Flat looking, but otherwise seamless looking brick wall Diffuse and Bump Bump Map…
This is my Nth try to use Unreal Engine for real time rendering. I am trying a switch and to use UE to get images for my portfolio rather then Marmoset, at least this is my goal :) . Really happy with this result. What do you think? Thank you. Software used: 3dsMAX, zBrush, MDesigner and Unreal Engine. Hair it is done with…
sheepit client doesn't recognize my gpu , i've installed opencl and the pro amd driver and the gpu works fine with blender and i use it for render in blender gpu... amd rx580 cpu ryzen 5 2600x ubuntu 18.04 what's the solution please ?is amd gpu supported in sheepit ?
Anyone have tips for setting up renders in UE4? Any tips or tricks, anything I need to turn on? I've had mixed luck with using a post process volume and two spotlights against a grey curtain, but I want to know what you fellas use for ideas. Thanks! :)
Hi guys, i`m new hereI`m using marmoset 4 to render my character (has udim uv, for best resolution maps) and i setup one material for each udim.It`s working with raytrace turn off, but when i turn on raytrace, appears a line where the material ends.Anyone knows how to fix this? raytrace off raytrace on uv layout/udims Ps.:…
Render out various decent looking renders from the same angle, (can be as basic as just a rim light and AO passes, and some FG ones) and just combine them all in photoshop and layer and tweak them (the opacity and what not)