I know you guys aren't very render-centric, but neither am I.. suddenly I'm needing to render something and it's really getting to me.. In 3DSmax 2009 I have an unwrapped model. Everything's fine in viewport, works normally... but every time I tell it to render, it seems to nudge all my UV's to the right just before…
You're correct on all points! Shaders can be lit with per-pixel lighting in two ways, either forward or deferred. The shaders themselves need to have two setups, one with deferred passes, and one with forward passes. When your project (or camera) is set to forward rendering, it will render all shaders that support forward…
Well from a technology standpoint, UDK and UE3 are the same thing (I'm sure Epic has added a few neato things to THEIR 'copy' of the engine that isn't in the UDK but that's beside the point). You bring up Max rendering, I wouldn't use max renders for anything except showing high poly work (I usually show a high poly max…
Hi Polycount, i'm currently working on an architectural assignment, the main aim of this is "photo realistic renders" using the Mental ray renderer. The main problem i'm finding which of course was to be expected is render time. I've finished the scene now, it's not perfect and it's only using the standard arch and design…
Hi, A few questions if I may..I understand that normals work well in game engines etc but if you are doing work that is to be rendered out and used in computer or tv playback...what is the best method to get fine details onto geometry? I have tried and also seem to get lousy results in rendering out in 3ds max (mental…
Hey, so I'm trying to use the transparency feature so I can composite my render to a background plate, but there is this annoying 1 pixel white edge around my image that is not there when I render it with a background image. How do I go about fixing this, it's like the alpha channel Toolbag outputs is incorrect. For…
https://www.youtube.com/watch?v=Rc_Eaz7Ulqg&feature=emb_logo&ab_channel=EzTutor Hallo everyone! For this ArchViz project I wanted to learn and explore workflows to make a complete visualization package including fully post-processed day and night-time renders & animations. I also wanted to explore what I could achieve with…
Hi, everyone 🙂 I am finishing my course in 3D modeling and animation, so I thought I'd open a sketchbook thread. I've been working as a freelance illustrator for some time now, but I wanted to try out learning 3D. Any feedback and crits are welcomed. The course was very broad and in the time span of about 4 months we…
The relative density thing is a really good point. To give you some sort of metric.. The ideal from a rendering performance perspective is that no triangle is smaller than a 2x2 pixel area on screen so given an expected view distance/resolution you have a measure for how dense your densest geometry should be. Rather than…