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evanmichalski

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  1. 3ds max 2017 gamma input 2.2 gamma output 1.0 When trying to save the channels to a single file the gamma is outputting incorrectly with 32bit Openexr files. Now I thought I had put the wrong gamma output settings so I tested it again by saving another Openexr file but this time as an individual image channel, and made sure it was override'd the gamma and set to output 1.0 and it image came out correctly. I did another save again as an individual image channel with automatic gamma settings and it also correctly saved the image properly. This leads me to believe when saving it "all image channels as a single file" it's defaulting to a different gamma setting, but unfortunately I can't manually change the setting as the option to do so is gone. FYI, I'm using Photoshop by the way to edit these files and I have the right plugins to be able to view and display 32 bit Openexr files in case anyone is wondering. If anyone is familiar to what is going on and has an answer, I'm all ears. Thanks.
  2. I'm gonna do some testing this weekend and I'll get back to you guys with my results. Thanks for the responses btw.
  3. I've yet to get a response from Chaosgroup so thought I'd ask you fellas, I've noticed a trend lately, specifically with Max 2017 and Vray 3.4 and up where their demo files have instead of just regular diffuse bitmaps, they're instead substituting VRayHDRI for the diffuse slot. Case in point: (you can download the file in the description btw) when looking at some of the shaders, most if not all of them are VRayHDRI materials in the diffuse, reflect, and gloss slots. Is there any particular reason why they're choosing to go this route?
  4. I'm coming to conclusion that this will probably be the only way. I was just hoping I could go through the shader route, but it seems it won't be the case this time.
  5. Been at this a good while and having difficulty replicating this uniquely designed carpet: This is the texture that I am going to use as the diffuse: I'm ok for the most part when it comes to creating most rugs (I say that loosely) but when it comes to this specific type especially when vrayfur or vraydisplacement is involved, however, I'm having trouble replicating this specific type of design. I think the issue is creating the bump or displacement map in Photoshop because the depressions make it hard for me to create an accurate bump, normal, or displacement out of them, and I don't know how to approach it. Would anyone be willing to help me out and get me in the right direction? Thanks.
  6. Yea I'm definitely going to try to mess with floor generator first and see what I come up with. Plus that one is free. EDIT: Yea, going the floor generator was way easier. Thank you sir!
  7. Trying to replicate this type of cladding wall for a building design I have going, and even though I have access to Forest Pack Pro, I'm having difficulty because it's randomly tapered on various ends, transforming them is proving tough. Plus the array function doesn't align them in a perfect fashion. Any ideas or thoughts what I can do or what I'm doing wrong, appreciation any comments or thoughts. Thanks.
  8. That was a good video, thanks for the link. It didn't quite give me the answer I need but I think I know enough now after playing around with the settings for a few days to get a better feel of it finally. However, you have to think a little bit differently when it comes to sub surface scattering when it comes to maps simply because it's more in-depth in the specular and reflection control but that it requires more trial and error to understand it.
  9. I'm a little confused regarding the maps section and where to put the reflection and rglossiness maps. It's set up differently for the vrayfastss2 that there's specular amount, and specular glossiness so where does the reflect and glossy maps go? Also what is the relationship of the specular layer tab to the maps themselves? The manual doesn't go into detail about this unfortunately. Thanks.
  10. Exr is the only one I haven't tested out yet, I might give that one a go, but as to the others I already tested the entire range of uncompressed formats. And to answer your other question, personally for me I'm more efficient when I have a reference image template to fall back on which increases my efficiency immensely because I got tired of opening up an asset from months back to find the material in question, with a complex order of falloffs and composites, and then try to emulate it again in a new file because it is literally impossible to remember every detail from the countless projects I've done. It is simply easier for my brain and less time consuming to have a texture maps on standby which are categorized into folders for specularity, reflections, dirt, and I can immediately make changes on Photoshop or just add a color correction from there. Time is my enemy.
  11. Apologies for the late response, been distracted with real life nonsense. Anyways, I tried increasing the resolution to 4096x4096 but the results were still the same. I may have to bring this up to the 3ds max forums to get this resolved because I think something else is going on internally that needs to be addressed. Appreciate your help though.
  12. Using 3ds Max 2015 and V-Ray 3.10.03 I'm having an issue with a rglossiness composite map that has several layers attached to it: bercon noise, textures, masks, etc, and I tried to render out the final composite from the material editor options so that I can use the texture as a template for other projects, but I noticed when I rendered my scene with that texture I created it comes out completely different. At first I thought it had to do with my gamma output settings, but I made sure they matched the original composite image in the preview, but it still made no difference. I then tried to render it to a higher resolution up to 2048x2048, modified the blur in the texture from 1.0 to .01, and still no bueno. Am I to assume the integrity of the composite completely changes if I try to render it out? Or is something else going on? Here is a pic of what is going on: As you can see the first render with the original composite has a lot more detail in the glossiness, and in the second one you can see it's less detailed.
  13. Been trying to make a realistic stained glass curtain wall, however, been having a bit of trouble making it look correctly, but also some exposure issues from different angles specifically from the far ranged spot. The close up shows the detail all right, although I could use some guidance on what I could do in the material editor to give it a more accurate look. First the images and the settings: Methods I've already tried were giving it fog, which didn't turn out like I'd hoped. Increasing the thickness of the glass surface didn't do very much at all (It's currently at .635cm), and the thicker I made them only increased the render time. I've tried different bump maps and found the normal map to work best so I stuck with that. Added a vraydisplacementmod which looks really good so I added that even though you can barely notice a difference when viewed from far away. And the colors from the images I'm using look too cartoony, especially when compared to reference shots from cathedrals I've seen online, so I don't know if there's a way on V-Ray where I can fix that or if I have no choice but to alter them in Photoshop. And the other issue I'm faced with is when viewed from the longer shot. The HDRI sun I have over exposes out the glass entirely, and destroying the bump and dirt detail I added onto it. My concern is right now the illumination inside is perfectly how I want it, so knowingly if I start altering the glass some more to get it to look right I know it might ultimately change the entire lighting inside which I don't want to do of course. If there's nothing I can do about it, I understand I guess because I can fix all of that in post with the render elements and Photoshop, I'd just prefer to get it right in the render so I wouldn't have to fix it there, but more importantly I want to understand thoroughly what I can and can't do in terms of camera shots when pointed directly at the sun. Any and all comments are welcome. Thanks. Edit: I've got some odd mixed feelings here... on one hand, it's comforting to know that this is tricky question and nobody has responded so I don't feel so bad in dealing with this shader. But it is equally discomforting that nobody knows so far.
  14. SPECS: Geforce GTX 780ti Asus Sabertooth x79 Intel i7 4930k oc'd @3900mghz Windows 8.1 x64 w/ latest updates 3ds max 2014 V-ray 2.50.01SETTINGS http://i.imgur.com/1ExSpsJ.jpg MATERIAL IN QUESTION http://i.imgur.com/yvAD2cB.jpg Camera/Lights/Environment http://i.imgur.com/8T0kpSo.jpg SampleRateInfo http://i.imgur.com/kPzDZDC.jpg Long story short: 14 hours into a rendered scene with huge amounts of geometry and because I'm on a xmas deadline, I'm gonna to let the render finish plus I'd rather have something to show than nothing at all. Needless to say the geometry in question that I need addressing: 1. It's a feather I created with ct-feather-generator 2. I made 4 with at least 800 strands each @ 147,000 faces (I know... a lot) 3. Mat is a VrayHairMtl Once it's on the final rendering stage, each bucket processing parts of the feather are taking like 30-40 minutes each, so doing the math it's be another 16 hours to finish. Additionally, during the building light cache phase, that also took 4 hours to finish before moving to the next pass. I think I have an idea what it may be but like I said, I could use some help expediting this process before Monday. With that said could it be: 1. The reflect/specularity is too high? 2. The displacement map playing havoc with my rendering? 3. Should I have made my feathers a proxy? Would that even help? 4. I followed Grant Warwick's advanced tweaking and subdvisions are @90. SamplerateInfo appears to be fine as there's not AA being used. But again, I'm only speculating here, so could I tweak the DMC sampler some more, and conversely the mat subdivisions? This is by no means my final render so I'm well aware of the noise issue and I had also planned to re-render this at a 4k resolution. But since I'm looking maybe a 33 hour render here at 1080p, I'm leery to re-render it at a higher resolution. Everything else in my scene rendered fairly quickly, where each bucket only needed 10-30 seconds for to complete. But when it reaches those damn feathers, the bucket time exponentially increases to 30-40 minutes each! Anyways, it's 2am here now so I'm hitting the sack. I'll be checking back here around noonish mountain time. Thanks in advance for your responses. Update 1: Ok, just a follow-up, I think I may have solved it on my own. The barbs from the feather had push modifier on them with a radius of .21cm, so I guess the extra thickness of the strands with the combination of the VrayHairMtl is what is causing the increased render time. I'll post back with my results. Update 2: Yea, that was the culprit. The strands were too thick thereby creating more calculations for the vray fur shader. For future reference though if anyone knows, what kind of optimizations I can do to speed up render times without sacrificing the quality? I'll be googling in the meantime.
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