Thank you Alex! I have done experiments with nanite and decided not to use this time for two reasons. The first one is that for thin geometry, in this case grass strands for example, the rendering gets very noisy as you get further away from the foliage. The rendered polygons get so thin that it can't be rendered well.…
Hello to my fellow polycounters! I’ve been working on a character in the evenings after my day-job, in hopes of pushing my portfolio forwards. In the past I’ve either had a fairly generalist portfolio, or the chosen designs were not visually strong. I’ve reflected a lot lately, and decided to push forwards with a stylized…
Hello, I am trying to render my hair texture in Arnold and having this weird problem where the normal map from aiUtility shader renders a green normal map. I am following this method https://www.artstation.com/artwork/ZLGNG , and the render looks like below. So I tried putting in another mesh (torus in the middle) to see…
https://youtu.be/YDeptWduHNc Today, we'll dive into the Substrate shading model PART 1. Substrate is a powerful tool for physically based rendering (PBR). We'll focus on the Substrate Slab BSDF, which helps create complex materials by allowing multiple layers to interact with light. This tutorial is beginner-friendly, and…
Hey everyone!! Okay sooooo I just downloaded Maya 2016 extension 2 and the mental Ray plug in. I turned it on autoload as Autodesk says but can't get it to work. This is my first time doing this. I open a new scene and drop a basic cube in there and try to use mental ray but get a black screen with this: "// Warning: line…
Final Edit x2: Just updated the renders from some feedback I got! Final Edit: Overall I had a blast doing this project. The Handplane baker is incredibly powerful and flexible. The baking speed was insane compared to other mesh bakers I've used. My main criticism is lack of documentation and the curvature bake output was…
Hey PC. I'm in the process of trying to create a normal map for my floor piece to go in my sci fi UDK environment. I've tried rendering it using both xnormal and render to texture, and neither are really working and generally giving me some weird junk. I've unwrapped it a whole bunch of times but it keeps giving me this…
Hi, this is my first post in the Polycount forums. Hopefully I can bring something neat to the table in the future but for now I hope to learn a lot. So for one of my university assignments I have to produce an anatomically correct male body as a game model. It is currently ongoing at this time of writing. At this point I…
Hey guys. First off, I want to thank Illusions for the help on how to figure out my texture rig. Second my issue this time around: Rendering layered textures I was able to build a somewhat functional layered texture rig that I can fully control, managed to make all the connections and now I can control the way my textures…
This week has been flying by - most of my work has been just doing trim sheet work! I'm starting to really understand the difference between how close the edges align to the trim normals and how that can make bigger, more obvious bevels vs. not. I think I can say I've made a good chunk of progress this week, but nothing…