Out of interest, what's wrong with Mental Ray? I don't do much rendering myself, but it seems like you can get some very impressive results out of Mental Ray. I would at least spend some time messing around with settings and test renders in MR before shelling out any cash onto a different renderer just because it may…
Working 1:1 has always been better for me than rendering every Nth frame. Rendering every Nth frame normally = instant chop. It would be nearly pointless to double the FPS then render every other frame, I just don't see any logic to it. I use render every Nth frame, to spot check final render quality without rendering…
That was more like a rhetoric question. To make my answer shorter: - dx9 to dx11 needs a lot of work ---> Viewport Renderer needs to be updated and everything in it needs a shader, otherwise it won´t work( dx11 doesn´t have a forward rendering pipeline anymore) and that´s a lot of work for both devs and for the…
From that wiki link you just sent: "When the renderer (or game engine) renders your game model, the shader must use the same tangent basis as the normal map baker, otherwise you'll get incorrect lighting, especially across the seams between UV shells." Going to check if this is the issue... Edit: No, ticking off " Tangent…
When rendering out passes, say diffuse and shadow, I use to set them up separately before rendering. I'm a bit slow on the uptake but I've recently began using Render Elements in Max. How can I use Elements to render out the passes (diffuse + shadow) without having to render out the complete master render first? It seems…
Thanks buddy, gonna try again basing it on your suggestions: OPTION A - 3D PRINTING 1) concept, base mesh and sculpt: zbrush 2) optional: export render passes for quick clay render in Zbrush or Keyshot 3) decimate model and send to print OPTION B - ILLUSTRATION/CONCEPT ART 1) concept, base mesh and sculpt: Zbrush 2)…
Hi guys, I have just released PolyUnwrapper 4.0. http://www.polytools3d.com/polyunwrapper What's New + NEW Multi Stitch. Stitch Multiple Shells at once + NEW Packing algorithm and tools + NEW Tool for matching the Shells Width and Height + NEW Grid Spacing and Show/Hide Grid button + NEW Render Offset UVs + NEW Cycle…
@ruz thx for the feedback man,I've tried to fix the most obvious ones but I'm running out of time and for now it will stay as it is. I've finished the interior more or less,I wanted to do more details but there are only 4 days left to submit the render and I will let it as it is.Next step is importing into UE.I've attached…
Like this latest update and your rendered ("ghosted") latent discrepancy, tbf is still a pretty cool side effect tho :+1: OT...I better shake a leg as well 'mit und progrezzz' 0_o