Oh, right. There are uncompressed formats available when importing, but ideally, keep their use to a minimum as they are VERY expensive on consoles where there isn't much VRAM. I don't know how well supported the greyscale format is, and the fillrate will be more expensive using more greyscale textures. Gonna have to…
JoshuaK, thank you, I am glad you are excited for our upcoming project, and thank you for your pledge! And thanks for pointing out the clipping, we will try and keep an eye upcoming details :) almighty_gir, we are currently using Mental Ray (I do love Vray) however we will continue to play with render settings to produce…
4gb is laughable amount. UE4 Voxel GI can take easily 2GB VRAM. And I guess that 4GB is total amount of memory. With only 2GB left, where are next-gen high-res assets and huge maps ? 8GB is minimum.
Ah. So that's something different then. What's your hardware (CPU, GPU, RAM, VRAM) ? As far as I know you can update to 5 for free if you have bought 4 after January 1st 2015. Just send an email to contact[at]allegorithmic.com and they will tell you how to proceed. Give them a couple days to answer though, I think they got…
Thanks guys Shrike - Yer I did the images like that because personally it does my head in when I have to wait for someones post to load cause of all the images, I will do what you said next time though lol Also, yer I know what you mean about Orthographic, I realized that myself after already screenshotting half of the…
Hey Brad, don't know if this helps or not but here it is. Someone had asked me over PM for some help with Maya Hair, and I wrote this out. It's kinda brief, but I can add some images or expound on things if you need. I also mainly use fiber mesh. I render in Maya with Vray, so the trick really is getting my fibermesh stuff…
So, I'm using Max and Vray. I find vray to be super intuitive and not near as cumbersome as MR. Not only that, it's easier and faster to get good results imho. I almost always use a basic studio light setup like this http://cgterminal.com/2011/08/01/3ds-max-vray-studio-lighting-setup-tutorial/ My Primary bounces are…
It turns out that IPR acts the same as the viewport with the upstream connection in place. It only fully evaluates the network on a full render, which is still quick-ish. I did write a "switcheroo" script to swap all the extra attribute outputs from the material node into inputs, which gives a one-way ticket to each…