@Sidney Eliot Generally speaking, these shadow issues are fundamental to all renderers, not specific to Toolbag. There are some tricks that can be done in raster rendering engines to soften shadow faceting somewhat, but as you note in the last part of your post it's a problem there too. The software can only render shadows…
The usual specular model makes surfaces tend to perfect reflection at shallow view angles - mainly because that is actually what happens in real life, you just don't see it much because its hard to put your head close enough to the ground to see it (also atmospherics etc). The only non-bullshit option is to apply specular…
Hello I have been using Vray for quite some time now, i work in 3ds max and i do mainly enviroments (for non real time (game) use - not really low poly). So far i was always setting my lights (lighting the scene) while using standard Vray renderer (adv) not the real time - RT. I always set up a light, made a regular render…
Without knowing more about their tech I can't speak for certain but I "believe" they are using a deferred renderer which would explain the complaints about shaders. If it's a deferred renderer in the traditional sense then all of the textures get rendered out as render targets, so an image with every objects normal,…
Been working on this one on and off since 2021. Time to finish it. Posting just one main shot first in case anyone has something to point out that I didn't think of. It's "mostly" there. Thanks. Marmoset Toolbag render.
Animation -> Make preview. Make sure you set your render size in the main render dialog to the output size you want. Even though you're not actually 'rendering' using the scanline renderer, you have to do this, as the animation preview uses your render output resolution. Then in the anim previw window, set the render…
Currently working on an idea I had for a stylized skate park to probably end up being rendered in UE5 or something. I've been trying some different things like instead of having a cylindrical rail on the top edge of the ramp, a more square like one. I modeled out a bunch of different pieces to be put together but before I…
At this time, i began researching methods of getting renders out of UDK as well as how to create a turntable. Using resources on eat3d.com, i taught myself how to create matinee's and animate a mesh using Kismet. After learning where the tiledshot command put all my renders, i went about rendering out numerous shots of my…
I was wondering if there is a way to bake in Xnormal and convert the tangent basis for 3ds max's renderers? I'm preparing a course for my students on lowres modelling and normal maps baking and I want them to see the power of Xnormal. The problem is that we have to make renders in 3ds max and I'm getting the "black edges…
Hey there first time poster long time reader. This is my 1st scene for my student Demo Reel, its getting to a complete state so I thought I would share it with you guys and get some critiques and criticism. It's render in Unreal, modeled in Maya, and textured in Quixel and photoshop. Beauty Shots: *Updated with Higher Res…