Off the top of my head ;) [ame] https://www.youtube.com/watch?v=LpLBzV9uG0Y[/ame] Texturing - Traditional Shaders to PBR Shaders: http://www.marmoset.co/toolbag/learn/pbr-conversion General Rules: Only colour Info In Albedo, no more lighting info overlayed (AO, PRT etc.. although depending on style, some cavity can be…
Okay I'm happy to be corrected here if someone knows better than I do, but as far as I understand it: The renderer just reads the vertex data from the mesh, reads the texture data from the normalmap (optionally reconstructs blue channel of the normalmap texture if you ditched it to use a 2-channel compressed format, which…
bencowellthomas Hey Ben, I wrote this all out, but it looks like the forum deleted my post for some reason. Any ways, I messed around with this for a bit and I think you might need to override the normals for your offline renderer. I'm not an expert in offline rendering, but when I use the Maya realtime viewport shader it…
I'm not going to create a rock just to unwrap it and I don't have any examples sitting in front of me, if you wanted to post the mesh I could show you how I would stitch the pieces together to reduce the seams. But really it shouldn't matter how many seams you have when it comes to seam errors. even with a lot more seams…
Here are some of the renders of the final model. The first two renders are done with mental ray. The second is a compiled ZBrush render and the third is a 3DS Max render compiled in Photoshop. Any CC or feedback would be greatly appreciated.
first thing is start reading the docs. thats the reference. if you need to know what something does its in the docs. http://www.spot3d.com/vray/help/maya/150R1/ i'm not sure what abbreviations these are. "I know im using LC and its at like 1800 sub and im on High" if you have something specific about one of those settings…
After rendering, load the image sequence and re-render at half resolution. Many ways to load and render an image sequence. Simplest is to go to Material Editor, load it in a Bitmap map, then right-click the preview sphere and choose Render.
Anything with iridescence, like some car paints or beetles or CDs. Many materials due to their structures will have some slight color, or respond differently under certain wavelengths. One example is copper, which has a heightened response under tungsten lights that can't be represented without spectral rendering. This is…
There is nothing wrong if you would fallow development closer you would learn few things: 1. Every rendering engineer would gladly throw away all other work and start researching dynamic GI. Simply because it's hot and very interesting topic. It's holy grail of real time rendering. 2. But.. There are few problems. There…
Good stuff from Poop. This is for max, right? From the help file: [ QUOTE ] Smoothing groups define whether a surface is rendered with sharp edges or smooth surfaces. Smoothing groups are numbers assigned to the faces or patches of an object. Each face or patch can carry any number of smoothing groups up to the maximum of…