Hello guys. I have modelled some complex and high poly scene. But my pc cant handle. It almost dying when I pan or rotate viewport. So I decided to optimize high detailed models. I am using normal map for detail on optimized models but here is the problem. When I tried to take a test render with V-ray. Light Cache…
Hi, my name is Dominik Sójka and I am Art Director at Illusion Ray Studio. I want to share some of our stuff on UE4. We create interactive VR movies. Our first experiments was made in UDK with DK1. Now we have 4 VR movies and one 3D which was rendered in stereoscopy in UE4. They are especially made for 3D cinemas. Here are…
I know it's ironic that I'm going from real time rendering to offline rendering but it's the only way to pass one of my school's courses. I basically know how to make my materials in UE4 (Base color, Metalness, Roughness, Normals and AO) but I'm sort of confused how to bring that over into Mental Ray, especially for Arch…
Hi I have had this problem ever since i can remember, and i never found a fix for it. Now i want to start using mental ray again to start rendering high-poly vegetation but once again the black pixels i get around my diffuse ruins it. Does anyone know of a fix? As for pictures, i'm to lazy to upload one. Just picture this…
I can isoline wireframe render with TurboSmooth by just toggling Isoline Display on the modifier along with a composite material. The first material would just be a standard black diffuse with the Wire attribute checked. And done deal. But it does not work the same way with OpenSubdiv... it always renders the non-isoline…
I use both GPT and Claude. Whenever I run into a problem and one of them starts losing the thread or hallucinating a bit, I make them challenge each other. I'll tell GPT, "Claude said this..." and then I'll do the same in Claude, passing the responses back and forth until they converge on a solution. Surprisingly, this…
I use Substance Painter and sometimes Designer . SPainter has a nice name matching system to avoid the pain of cage tweaking . So the baking rays doesn't return hi poly object normals or other properties beyond two matching pieces like when you bake normal map on a finger and getting other fingers projected too. It…
For anyone that has experience rendering with mental ray I have an issue that I need help resolving. I am using a mib_volume shader attached to a camera in order to render distance fog, and everything is fine until a model with a transparency map is put in from of the fog... then the alpha becomes 20%'ish visible where it…
I am new to polycount. I am having a serious issue with normal mapping using xNormal. This is not my first attempt at normal mapping so I am pretty stuck on why this is not working with my work flow. I sculpted in Zbrush. Retopo done in Topogun. Polycount is around 4k. I tried to create normals in xNormal with a cage and…