Two things, most modern renderers and game enginers use linear space rendering. Marmoset Toolbag 2 and UE4 certainly do. This means that all the rendering calculations are performed in linear space. However, this DOES NOT mean you need to author all of your textures in linear space. When it comes to authoring content in…
I have narrowed down my max rendering problems to mesh density as when rendering my pc allways crashes when calculating the scene, plus if I try to subdivide in the viewport it crashes. This seems strange to me as I have an Intel pentium core 2 duo 2.13ghz with 3 gig ram now and sometimes it crashes with meshes exported…
You can easily do it in Unity with following instructions https://docs.microsoft.com/en-us/azure/remote-rendering/quickstarts/render-model Disable the "Remote Rendering" script seen in screenshot so it does not try to load anything from server. Import your stuff to the unity and add them to the scene. Just move your stuff…
What is this rendered in? Your renders tend to be really fuzzy. I understand it's not real-time, so full renderings would take ages. If its not real time, you should bevel corners of objects (unless you're still in blockout stage). If it is real time, bake the bevels down. Right now your scene needs a focal point,…
did this for the other thingy more planes rendering, less "licking" focus on the big forms, if u render the front of his brow-plane in a certain way u should do the same for his nose and so forth down, its all the front plane of the head, which is being struck from lightsource x. just think of this rather than dwell into…
Okay yeah so I checked with our engineers and this is a technical limitation. Basically the issue is the age-old problem of sorting transparent materials in real time rendering. Because the inside mesh is partially in and partially out of the outside mesh the renderer isn't quite sure which to render first. When you move…
Hmm it works for me to get rid of outlines around my renders, but I guess glow is another piece of horror then. Sorry. Just to be sure, did you save the png and test it in photoshop? Because premultiply will make the render look absolutely awful in renderview since it replaces the black background pixels with whatever…
I've heard cubemaps are optimized to render fast on most GPUs. Also for fast IBL. Depends on your engine I think. For full sky coverage, with only two layers, a cubemap is a good way to go. Best pixel density in every direction. Then add alpha planes on top (side clouds, upper clouds, lower clouds). If you're limited to a…
looks pretty good. Was this rendered straight from zb? It kind of feels like it. If I may give a little feedback, I think this thing needs some specular value. The polypainting looks good, but the material definition falls short without specular. The tongue looks like it has some specular highlights, but what about the…
@haikai, kodde - its interesting because your actual geometry remains untouched, but instead of rendering each point at its location on the surface the shader renders them at a location in UV space. Also if you edit your uv's in the UV Texture Editor, the viewport will update in real-time. It can look a little funky…