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shauncarollo

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  1. The stats always says it is under my display max, that is the part that is boggling my brain to why the items aren't showing.
  2. I was using a built in with the hopes that they were optimized the best, but I will go ahead and build my own. Thanks Corey.
  3. You mean assign the grass library material to the isle as a whole correct? Because that's what I did, but it gives me errors with how many items are displayed. I guess I'm looking for what setting to tweak in FP. I've changed the density,the threshold, as well as the display parameters as far as render time goes and no luck. I guess my question is, what am I doing wrong to where I can't cover a 2 square mile area with grass? I would have thought it would automatically put in the low poly stuff, but I still am getting errors.
  4. Working on a scene with a large city park on an island. I am doing an animation with encompasses the whole mile long, by half mile wide isle from an aerial view. I'm running into problems with Forest Pack. How do you guys texture a huge area with grass? I can't seem to find any help on the forums, or elsewhere with what settings to use. Do you normally just break it up into smaller, manageable patches?
  5. I can't even get it to save out a single frame's mask, or Zdepth element for that matter. Does anybody have a workaround for when that dialog box pops up saying that the element will not show enabled, due to Vray not allocating extra memory for it, but it will render fine? In the past I had just disabled the VFB when doing the final render and that worked.
  6. MME= MultiMatteElement in Render Elements.
  7. I'm having trouble with getting Vray to save my MME on an Xref'd scene. When I enable the MME in the Xref'd file, it gives me the default 'won't show enabled but will render fine,' but I get no saved file from rendering within that scene, or my master file that has this scene Xref'd into it. Is this possible or do I need to merge the objects into the master scene to get my masks?
  8. Thanks Scott! Let me ask you, is that how you would render it out, switching to bf/lc from im/lc for the part where the boolean via distance tex is descending down the building? Or would you just convince the client that it's worth it to pay for the extra rendering time?
  9. I have the same mobo with a Kraken x60 and manage 4.6 @ 1.37v. I've never seen temps over 70 while rendering on all cores clocked. I also have a super ugly but really airy HAF 942 case which helps.
  10. So I'm working through an animation at work and have a few questions regarding the Vray Clipper as I've never used it. Is there any way to have it not clip my scenes that are Xref'd in? Did a quick search but haven't found anything. I would think this functionality would be built in, but haven't came across anyone asking for the same thing. Is my only workaround to merge those scenes and exclude what I don't want clipped? Also, say I am using the clipper to create a floor plan view during the animation. This clipping section will move down in height along the building until stopping at the ground floor. When rendering this out; I will have to be using brute force correct? As this would be similar to rendering an animation with a moving object? One further question that comes from the last; Say my animation is 100 frames, can I render out 50 with im/lc, and then switch to bf/bf or bf/lc for the only 50 frames where the clipper is active and moving? Thanks.
  11. I didn't even think about a composite mask...DOH! That will work perfectly; even though it will require a ton of custom painting in PS, it should offer the look I'm going for. Thanks a ton.
  12. A new project I'm working on has me sweeping across a 1/2 mile ground plane (give or take) while simultaneously showing a section of layers of earth below this plane. I'm getting into modeling different surfaces for the corresponding layers of earth, and am wondering if there is an easier way to do this. I am thinking of using Vray Clipper to obtain the section, while retaining the object materials, but I really need them to look as real as possible, and as the camera sweeps perpendicular to the cutting plane, it would need to show variations in the layers (think rolling hills/layers.) Is there a better/easier way to do this with a single object and messing with a single material or multimat? Using Vray and I am not an expert in building materials at all. I've looked for procedural earth materials but haven't found anything very convincing. I almost do want it to not be a completely straight cut section, but to have some geometry/noise on the exposed face. Looking to have an end result that looks similar to this, at a depth of around 60' that bottoms out at the water table: Thanks guys
  13. I love my 4930k oc'd to 4.6. It would be really wasteful to get the 4960X in my opinion.
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