Yea that's a great video and matches my experience with it. The realistic lighting is really accurate to the point when I'm laying out the lighting for an environment I'm not rendering the scene after every tweak, it's saving a bunch of time. As for the skinned mesh deformation speed, for me there is a slight noticeable…
NP! :) By the way a new version is out, which includes some of your suggestions: Rendering quality should have improved a bit thanks to gamma-corrected rendering, but it's a somewhat tricky area and I would really love your feedback! This is an important step towards supporting physically based rendering (which should be…
its great to see some serious movement again in surface research. i think most of the large players have become complacent with subdiv surfaces because "it works" in off line renderes. but there are shortcomings in other domains. while its great to see feature adaptive real time rendering with displacement that is not the…
Okay,I have been reading u can downgrade the resolution and size of your fg map.Say if u were rendering at 1080p,can u use a fg map of 960 x 540p?or 720p will be the best res to use. I have heard flickering is mainly caused by not having enough inital fg density points, hence Mental ray has to compute additional ones.I…
As someone who self evaluates as a lower-mid tier Character Artist atm, I'll say in general I would hope a course taught by a senior would zero in on what I'd describe as technologically specific and esoteric tasks within a character art pipeline. To me that ranges from high poly modeling methods for specific problems…
Going to Necro this thread because I'm possibly working on the same art test. I'm trying to paint in areas using vertex colors, layered textures, and different UV sets. I've gotten this to work with the Diffuse textures, but when I do it for the Normal maps, they don't show up. It's either one normal map or none at all. In…
Thanks! I also have a book my wife hi-jacked from work lol. Great refrence especially for setting up the lighting. Most of the rest I can figure out on my own but it was invaluable for helping figure out FG and GI. Well the lighting is pretty simple. Its just a daylight system, with mr sun and sky and I used the mr…
Thanks man its a pretty simple setup i guess only took 15min to render each frame, and i probably turned on some stuff that made little difference to the quality. Here's a pic of the render setup, the background is just a plane with a zero specular highlight grey material, the 3 mr. omni lights were used to add some extra…
Delete the light and put a new one in. When you add hair/fur it should add some parameters to your existing lights but sometimes it fails to do it. You can add it manually to your lights by going into Rendering > Effects in this case with such a simple light set up, just recreate it. Also set the light to shadow map…
Thats a nice model you ve got there, I will suggest you to spend some time testing shaders in vray, right now the painted metal is looking ok but I am sure you can play a lot more with reflections/fresnel. Even more with the other metal types and plastics . Also the rubber in the wheel is looking flat right now you might…