Hi there I’m thinking of changing my workflow for architectural rendering… atrium_010880×1304 286 KB to: * Model in blender * Texture in Substance or Mixer * Render in UE4 * Export using blend4web/Verge3d Now 1) and 2) are all good but if my aim is to use UE4 to render high quality images or animations plus the added bonus…
Hey! Whats up everyone! I'm the new guy for today. Here I have posted a few of my renders. Feel free to comment and crit! Promise more posts to come! This is my recreation of the city of Bonabba from Dinotopia. Let me know what ya'll think. Here is my tank rendered against a plane with some post processing. I think the…
Hi I'm using Vue 9.5 xStream to render some sky textures, nothing else. After the render is complete there are lines stretching over the texture like you'd usually get from a compression issue. This is before importing into Unreal, so I can see the lines in Photoshop after exporting from Vue as a PNG or Targa. I'm…
So I have no problem hooking up 6 textures into a maya environment cube node and then plugging that into whatever part of the shader I want it to render on, let's say the diffuse. But the mental ray environment cube doesn't seem to work at all, I put my 6 textures in, plug its out colour in the diffuse colour and it…
Stager already outputs Object and material masks + depth + denoised render + raw render if you output to a PSD file. This only works with the CPU mode right now though but will be available with the GPU render in the next update. Scattering system, we'd love to get to. You can scatter stuff in the geometry graph of…
I have been creating several renders and putting into practice the visual style of TF2, and it turns out quite well. I think I'm going to start making the renders.
PBR are render guidelines to assure that rendering looks the same across platforms that incorporate PBR workflows. BRDF on the other hand is an algorithm that calculates light. PBR render engines use the BRDF algorithm to calculate light. From PBR's wikipedia: "PBR topics that deal with surfaces often rely on a simplified…
Just a short example. If i decide to update the latest maya version without the go from my pipeline TD. The following could happen. Next morning 80+ Artists would update there prefs and install the first 4h the day custom tools they need. The layout department would inform the TD that they cant work cause there is no…
Thanks again. Oh, and I wasn't talking about real time lighting effects, I know that isn't an option. Even basic lighting effects, you're talking about halving your framerate at best. More advanced lighting effects you'd be talking about being left with say a quarter of your unlit polygon budget. Even Pixel Bender,…
Really I don't think this will be the end for Halo. Just like Laura Croft & Superman's deaths didn't stop those francises they will find a way to do another one. Be it a prequil, a spin off or just screw thier fans out of an ending again, I don't know. I just know that Bungie does halo and they do it pretty well. But lets…