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dannyprice

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  1. It'll just be some sort of 360 viewer with clickable hotspots. The page loads in three.js that uses WebGLRenderer. There's a good opensource viewer called http://www.marzipano.net/tool/index.html With that tool you can drag and drop your 360 images in (Spherical or Box) and then you can define hotspots that link to each image.
  2. The only issue with adjusting the saturation in post is that you will still get vibrant people in reflections.
  3. I don't use it that often but: On the populate ribbon there is a tab 'display' there's a tick box 'save textures'. This will save them to your local drive so either move them to a network location or package the render assets up at render time. Now it also sounds like max is recreating the material as well as the map hence the diffuse and diffuse amount reverts to default. Could you setup a photoshop action to desaturate and save the maps?
  4. The only difference I'd say from Thomas Denney response would be use a blend mode of multiply or any other that adds the darker levels to the image. Screen or overlay mode will add the 'white' values pushing the images values higher. I'd also make sure the paper texture has no saturation to it and then add an overall tone (if wanted) with an adjustment.
  5. You'll want to put LC on Single Frame - If the overall movements are quite small you can tick "use camera path" as this can sometimes help remove some of the flickering. You'll want a subdiv level above 3000 and also change the scale from Screen to World. Some of the settings values are scene dependant so I'd advise doing a few tests of say 5-8 frames but also do a few of these tests throughout the duration of the animation.
  6. Well like most things in the world of cg it's one of those things were there's no definitive number. Main factors are: How far will it realistically be viewed (not many people are going to get really close to a 3x4m image) ^Though this can be untrue if the next factor comes to play which is the level of detail. If the image contains a lot of texture or distance detail then you'll want a larger output file What medium is it going to be printed on What you could do is render an area out at different resolutions, then set them out on a document to resemble the scale they'll be, then print that on A4/3 and see the quality. Photoshop and an online print size calculator both say it should be 35433 x 47244px for a 300dpi print
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