I have just finished my character demo reel for a competition (The Rookies), so excited to share it with you guys! https://vimeo.com/168459001 If you like my work, feel free to visit my entry and vote for me. That would be very much appreciated. Here is my…
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…
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…
This was in the thread Problem with mirrored normal map. But yours is using different software. So this a different issue, and belongs in its own thread. I suspect that the mental ray renderer isn't proper synced to Maya's baker (nor to Handplane). It works fine in viewpot 2.0, so that means it is indeed using the right…