last one for now - I think the renders are improving, got a nice noise free look with only 256 samples resolution is 2 x 1920 takes around 5 mins to render on my nvidia 2070
I would try to grab a 240/256 Gbyte SSD. A friend of mine thought he would be ok with 120 Gbyte, now he regrets his decision because the SSD is full. The Crucial Mx100 with 256 Gbyte costs only $20 more and has more than twice the storage. http://pcpartpicker.com/part/crucial-internal-hard-drive-ct256mx100ssd1 Why did you…
I did this for one of my students as a 256 x 256 diffuse texture exercise and couldn't resist doing some animation for this Chibi Black Canary. Don't forget to press play! model
Guys I was thinking to make an ice shard/icicle for tiny, but since tiny's weapon is huge and it's got only 256*256 texture resolution, I really don't know how to enhance this further, or do you think it's good the way it is? and Thanks :)
I'm using Max 2012 with Xoliul shader and I can't seem to get rid of these edges to sharpen up in the viewport. original Texture is 256 x 256 . I have the Direct3D 9 shader configured to match texture size as close as possible. Does anyone have any way to fix this?
Even a 1k map can store a lot of polygons, but yeah, some shapes would degrade a lot. I would say this depends, but probably somewhere under 256 or so. The rock in my example is fine using 256, but thats a very simple mesh.
Thanks for your answer! With uncheck two-sided option almost nothing has changed, still dark. 256 ray count? how? I nave many various noise with 256 ray count, and still have some noise with around 1000 rays.