Hi Polycount, i'm currently working on an architectural assignment, the main aim of this is "photo realistic renders" using the Mental ray renderer. The main problem i'm finding which of course was to be expected is render time. I've finished the scene now, it's not perfect and it's only using the standard arch and design…
Hi, A few questions if I may..I understand that normals work well in game engines etc but if you are doing work that is to be rendered out and used in computer or tv playback...what is the best method to get fine details onto geometry? I have tried and also seem to get lousy results in rendering out in 3ds max (mental…
Hey, so I'm trying to use the transparency feature so I can composite my render to a background plate, but there is this annoying 1 pixel white edge around my image that is not there when I render it with a background image. How do I go about fixing this, it's like the alpha channel Toolbag outputs is incorrect. For…
https://www.youtube.com/watch?v=Rc_Eaz7Ulqg&feature=emb_logo&ab_channel=EzTutor Hallo everyone! For this ArchViz project I wanted to learn and explore workflows to make a complete visualization package including fully post-processed day and night-time renders & animations. I also wanted to explore what I could achieve with…
Hello to my fellow polycounters! I’ve been working on a character in the evenings after my day-job, in hopes of pushing my portfolio forwards. In the past I’ve either had a fairly generalist portfolio, or the chosen designs were not visually strong. I’ve reflected a lot lately, and decided to push forwards with a stylized…
Multi GPU doesn't have much support like it used to. You're best bet is sticking to just the 1 graphics card for compatibility and simplicity's sake. VRAM is good for stuffing large or many textures into a scene and for large buffers (for 4K screens), and a decent amount should be required even for rendering offline, note…
Glad you guys like :) Made a small update to the webplayer. I focused mostly on optimization for this update, for example making sure that (line of sight) cameras which are of screen aren't rendered, and some profiling. I've also added basics NPC's which move around the map randomly and fade in and out of the visible area.…
So you'll want to do a bit of prep... this reads as a lot, but it'll be second nature in no time. Set up the edge padding value for your bake. This is in the Final Rendering part of the general system properties of MODO. You'll only need to set that once... 64 should do you fine. Also set up the size of the bake, for this,…
That's a lot of particles and you have to manage your resources effectively. You should simplify the collision as much as possible, in the particles and in the main unit. You could add volume without adding to the particle processing overhead, by attaching multiple rocks to one particle/collider. It basically…
Personally, I'd wait. Vista and DirectX 10 are coming soon, and cards to take advantage of those two platforms are beginning to come out. In another year you will be able to get a decent DirectX 10 optimized card for a reasonable price. If you can't wait that long, get something to tide you over. (aka, not expensive) Try…