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Nicolai Bongard

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Nicolai Bongard last won the day on June 9 2021

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  1. WParallax maps work pretty decently. Ive so far been placing them manually behind glass. Its just planes with a material that has an OSL shader that is plugged into the self illumination slot. They have foreground elements (curtains), mid ground (furniture) and background/sides that are walls. The aspect ratio of the maps are something to consider, as you do not want to stretch the planes too much, and if you have an room with an open corner the illusion breaks. They work best on mid to long range distances. As they are exr maps they have some variation in illumination levels, and as such they can introduce some higher render times in regards to bright spots, but the shader itself is not complicated (as in take long to render).
  2. Have you made sure that max is able to locate the folder the bitmaps are in? You can customize paths for max: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2020/ENU/3DSMax-Customizing/files/GUID-BD426294-329E-48D2-AB34-8982E63E2FA0-htm.html The bitmaps should be in one of the folders listed, if not try to add them and see if it solves the problem.
  3. https://www.chaos.com/blog/v-ray-first-look-smarter-rendering-with-the-new-adaptive-dome-light "With the Adaptive Dome Light, Skylight Portals are no longer needed. It automatically figures out which portions of the environment to sample and which ones to ignore. This makes it much easier to set up and much more efficient."
  4. Select the tree that you think have the wrong color, open material editor, get material from selected. Then you most likely will get a multi sub material with sub-materials for trunk/branches and some materials for leaves. Then you can locate the maps that goes into the diffuse of the leaves. Insert a color correction node between the map and the material, and adjust the color with the color correction node to your liking.
  5. If you are talking about covering "small objects" like a bench or a car or something with snow, i would maybe go for Forest pack if you have access to it (scatter some spheres of different sizes), or perhaps a particle based workflow with Tyflow or the native particle system of 3ds max. Depends a bit on how much of a closeup you need. I imagine creating a preset with tyflow would work well if you have lots of assets. An alternative that may work for some assets is go to top view, select faces by angle (no backfaces, so you only get the topfacing faces.), detach copy, shell, turbosmooth and noise) to create some snow. If this fails, or you are having trouble selecting the faces you want, you could try going by the way of the Data Channel modifier to get your selection. (Data channel could also be used to create a mask for texture blending, for example by generating vertex colors you could use as a mix in a blend material) You could also create a dense plane that covers your object from the top view, then use the conform tool to align vertices onto your object beneath, delete faces you dont need, apply turbosmooth if needed to increase the vertex-count and then create a blobmesh. Warning, the native blobmesh is rather slow in my experience. A hybrid way of doing things, like use the forest pack to distribute a simple plane object as dense as you like, then convert the scattered objects back to editable geometry and use that to drive the blobmesh creation. For more distant objects you could try using a blend material with falloff (with some noise and whatnot for extra fancyness) to blend between the original material and the snow material, or you could duplicate your geometry and add a push modifier, give the new bigger object a snow material but use the falloff as an opacity to reveal the original object beneath.
  6. Have you tried reset xform on the imported geometry after moving it? Usually when stuff is far from project origin, the geometry can "jump around", and generally be a pain to work with. This happens in Archicad 3d viewport as well, so the proper workflow there is to model the building close to project origin, and reference the map so that you can figure out real world coordinates for construction purposes. My workflow from Archicad is via .3ds, you can use the 3d viewport in archicad, save as, filename.3ds, set model units to 1000 mm, construct 3d studio objects according to surfaces, and write out archicad texture information if you need it, plus object = group name for ease of navigation in 3d studio.
  7. Not sure how to fix it in vray, but if you are rendering a spherical panorama and faking the effect in Photoshop, you can just multiply the image 3x3 before applying bloom/glare, then crop the image to the center image and it should look good.
  8. Im not really up to date when it comes to sketchup, so everything i say may now no longer be relevant/correct, but from my understanding a lot of the power of sketchup comes from the different plugins/extensions. You may want to check out these links for motivation, allthough they may as previously mentioned be slightly outdated: http://www.peterguthrie.net/blog/2013/05/sketchup-extensions http://www.peterguthrie.net/blog/2010/11/sketchup My guess is that once you get your head wrapped around the logic/ways of doings things in sketchup, you will be able to do a lot with it, not to mention have fun while doing it. Good luck!
  9. I do not have any experience with the assemblys, but when you get your geometry imported you can right click in empty space and press vray scene converter to automatically convert standard materials to vray ones. Then press M to open up the material library and then you can use the "get all scene materials"-button to get all your not converted materials into the material editor for further editing. Then it should be a matter of tweaking the materials to your liking, and replacing the textures. When everything is tweaked you could select geometry and right click and create v-ray proxies from the contextual menu.
  10. Not really sure, but a guess would be that you have used a planar uv map before applying forest pack? For some pointers to the way you are trying to create hedges, you may want to check out this tutorial from itoosoft, they even have an example you could download and compare to your own project: https://www.itoosoft.com/tutorials/creating-trimmed-hedges-and-topiary
  11. Are you using max and vray? if so: If you are looking for 3d/geometry stonework, railclone seems like the best bet. If you just want a texture, and all the stones have been outlined/drawn with linework, you can edit the spline, extrude all edges upwards. Make sure the resulting geometry intersects with the plane/surface you want your stone material to be on. Then create a blend material with a grout material and a stone material, then use a vray distance tex that relates to the extruded line geometry to blend between the materials. Then you can adjust the grout width with the distance of the vray distance tex. When it comes to windows, just use sweep modifier on the line. Create a custom profile with editable spline and use that to sweep along the mullion-spline. Then you can just edit the profile as needed.
  12. https://forums.cgarchitect.com/topic/71223-timelapse-building-construction-animation/ This topic is covered here.
  13. Maybe setting them to ignore GI under vray options could help? I am not too familiar with GPU.
  14. In the multitexture map there are some boxes you can check for different functions. You may set it to use face ID or perhaps make it work with bercontiles. If you set it to the wrong one you may get bad results. If you use face id, make sure your geometry has different IDs (you may try the material by element modifier if you have lets say a floor with separate floortiles (different elements within an object).
  15. If you have railclone available you could create as many segments with different variations of bumps and holes as you need, then feed those into an array that randomly selects what element to use. For optimization you could also create opacity and normal maps from the resulting geometry and use those maps on "regular" geometry. There are many tutorials for Railclone on the iToo site: https://www.itoosoft.com/tutorials?tag=railclone&page=1 If you do not have railclone available, you could skip the step that requires railclone, but go from creating the segments/elements and straight to the generation of normal and opacitymaps, and feed them into something like bercontile with a multitexture of your maps, to create a random pattern. http://www.klaasnienhuis.nl/2012/01/bercontile-3-02-overview/
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