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Victor Erthal

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    Victorerthal
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  1. that seems odd. have you tried using the color mode instead of temperature mode?
  2. Hi Farhan, I assume you are trying to do DR. Seems like it is working but not all machines are loading the assets for the scene, hence the missing sky and textures in some of the rendered buckets. Make sure all scene assets are visible in the network to all machines, or, in the newest versions of v-ray, you have an option to copy all missing assets to the render slaves on render start.
  3. autodesk labs is coming up with a solution to work with point clouds in max. you should check it out. http://labs.autodesk.com/ http://labs.autodesk.com/utilities/3dsmax_pointcloud/
  4. double check if your glass has a thickness. if it is a single plane, without any volume it could create some "lens distortion effects" like you see. another thing you can do is to check is there is a smoothing problem on the surface. simply apply a smooth modifier and check "autosmooth" with the default values
  5. I think there are 3 important points to be made here: 1- i think you lighting is kinda everywhere. There does not seem to be a dominant light source or a logic on the light temperature on your scene. Keep in mind you are doing some art work and that you can bed reality a bit to please the eye. Try some options around like having a very dominant light coming from different sources by touring everything else off. 2-some colors are a bit jarring and not harmonizing very well with the rest of the tones in the scene. Again, you have artistic freedom, so try working on a mor harmonious pallette. 3- if you ca, you should give a shot at a different camera position. right now the space seems cluttered and you could benefit from a more organized view. take a look at famous architecture photographers and i am sure you will understand what i mean. bon chance!
  6. Yes, there is a distinction. it is not a material. it is a map
  7. i have not had that issue of hiding the objects. The switching part is inside the v-ray multi-sub texture. by default it uses the face id to assign a different slot to it, but it had a drop dow menu where you can choose to use the object id instead. then you need to run a script to randomize the object g-buffer ids or simply change it by hand if there are just a few objects. I have used this for different purposes. you can use it inside a composite texture for the trees so that there is some slight variation on the leaves green intensity, or if you create a proxy for books in a library for example, you can randomize the ids and have infinite complexity on the shelves.
  8. if you are using v-ray, you can assign a v-ray multi-sub texture to the paint color. then assign the different v-ray colors to the slots under the v-ray multi-sub texture. the trick here is to switch from face ids to object ids. once you have this setup, you can run a simple script that randomizes the cars object id. The god thing about this process is that it does not disturb the face ids, so it can be easily used with proxies. I am sure mental ray has a similar kind of randomizing texture, but not 100% sure that it works with object ids. Let me know if this helps or if you need a more detailed process description. good luck
  9. to find out go to the max menu (the big max icon that replaced the file menu) and choose references, xref scenes a dialog window will pop up. check if there are any files listed in the window. w-refs are a simple way to collaborate with a team. you reference other files into a scene so that other can work on different files and it all is put together in one central file. the caveat is that you cannot select the x-xref scene (except when it is the x-ref object). to get rid of this you should highlight all the files in the x-ref window and click merge. That, of course if you indeed have x-refs in your scene.
  10. not sure, how long it has been there. but it sure is useful.
  11. Hi Boris, I don't see an image in the post. Can you make sure you attach one? Thanks,
  12. if you select all the objects at once, and assuming they all have a pivot relative to their center, you can apply a bend modifier. but the trick is: when you sick on the modifier list, it drops down and you can see at the very top the text: "use pivot points". click on it. then click again on the drop down modifier list and select bend. done! Hope this helps.
  13. you can use the floor generator script (google floor generator script and you will find it) to create the random pattern. After you generate the reometry, use the aterial by element modifier to generate random material id's ad create some different materials and you are done. one note though: the floor generatos only works on shapes drawn on the world xy plane (the "ground"). just create a shape the same size as the wall you want to create and then move it in place.
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