Normal maps are for video games or realtime rendering, they require more memory (color RGB image vs black and white) but less processing because the gpu does not need to calculate the surface normals, it just have to read them from the texture. With a bump map or black and white image, the render or gpu has to figure out…
If you're looking for more complex compositing options then you can render out specific passes. In general when i have a pre-rendered sequence to work on i do a pass for lighting, color, and specular. Once i have all those sequences i bring it into premier where i have some flexibility in the blending layers. The other…
We render with arnold. The renderer makes use of so called "tiled" textures. These are basically mip mapped Files which are created out of our EXR textures. These tiled textures allow to load only the required mip levels of each UDIM texture. Here´s a quote from the solidangle documentation Another point is that we don´t…
Damn it, I have the same problem but I have no idea what you guys are talking about. I need to export a render from Zbrush with a transparent background aka no black background, just the render in the front. Anytime I try to use the Alpha Mask to extract my render from the black background in photoshop, it never comes out…
Tinman, wow. This is so cool! Hey, you know what would be awsome? a mental ray tutorial. Rendering techniques are something I am sorely lacking knowledge in. This is great stuff. I am sure you can get a front page on cgtalk and zbrush central with this momma. *EDIT* So I looked for some mental ray tutorials, LAME. What you…
Neox: Read my other post Iron: If that works or not, that is still just a lame hack ignoring the real issue. That max does not correctly render for realtime display. Its very simple to prove this. 1. Make a box with rounded corners 2. Make a low poly box with 1 SG 3. Render your normal map. 4. Render this object in the…
If you rendered out a normal map already then the occlusion isn't too different a process. Either select mental ray as your renderer and choose ambient occlusion instead of 'normal' map in the add map section of render to texture, or create a skylight, choose scanline render, and 'lightings map'. As for your question about…
Cool! iPhone projects make my curiosity meter go off the scale. You could disable texture filtering as well as any render setting filtering to get a more "pixelish" styled render as you might see in many of the other threads with lowpoly art. This would be more representative to how it would look on an iPhone (I think?)…
@CaseyJones: I thank you for the welcome. I am definitely learning something about game modelling and texturing, since my background and experience involves Pre-rendered CG models. As for the renders and drawings looking skewed, it may have been my render settings...Unfortunately, there is no way to get a good render…
Hi, This Realtime character is entirely made by me based of the concept art of ZHENG HUANG. It tool men 39 days to complete this character. This was my personal project so that's why it took so long. I have learned so many things in the making process of this character. It took many back and forth tweakings that took most…