trying to figure out how to properly use render passes from zbrush to put together a classy render. I have seen some tutorials on post processing and making beauty renders, so I figure now is as good a time as any to fiddle with things. what I got with him so far.
Modelled in max Render is done in mentalray (there is a tutorial on cgtutsplus where someone makes like an old huge sort of sowing machine thing, and there is a bonus video with some basic render tips that I tried out). Basicly a A&D material, then rendered out AO, and some slight tweaking in PS afterwards on the final…
If you're rendering in Marmoset, you can change the diffusion module to mircrofiber which allows you to add the "fuzz" fresnel effect. If you're rendering in most modern game engines there should be a way to add a fresnel effect manually in the shader or material. If you're only rendering in SD then you might have some…
Looks like you are using max? It's probably since the default viewport is nitrous? Somewheres in the setting you can change that. Or are these renders? There isn't much of a point in rendering low poly assets if they are going to end up in a game engine anyway. If its a render, you must have some sort of shadows option…
Thanks for the input guys, I have tried quite a few different settings and what not , but the problem is whenever it renders it switches the render settings to .iff format. I can see it switch to .iff in maya render output as well. :S. The way I fixed it is by using 3ds Max and Swift 3d instead.. lol
Updates- Took the textures into Marmoset 2 to set up materials and rendering. In doing so I tweaked the diffuse to work better with the lighting and materials. I set up 3 renders, a rounded cube, cylinder, and sphere. Look forward to thoughts and feedback on which render looks better and other comments and critiques.…
Edge padding requires two things... An Alpha Render Output (there should be one in the scene by default). This is what it keys the border expansion off. And the padding to be upped (defaults to 3 pixels) - that's in System > Preferences > Rendering / Final Rendering > Bake UV Border Size... you can set it to something like…
FX shaders don't work with offline renderers (any of the stuff in the Rendering menu). If you want to "render" the viewport out to a file, open the Tools menu and choose one of the Grab Viewport methods. http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/files/GUID-02B83BCD-6621-4F0F-878B-9781A07C996E.htm
Single massive models will cause problems, Maya's viewport renderer just isn't built for doing that. I believe ZBrush is CPU rendered judging by its CPU use. I wonder if this trend of GPUs becoming more suited to scenes of many batches of fewer polygons might lead to a return to software rendering for editors.
I don't render it in ZBrush. If you want some decent renders you might render it in external programs. Decimate your model, export it, set up some basic lighting and you're ready to go. Under the Lights tab there's a "Background" tab, or under the "Document" tab you can change background colours.