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guenther Malek

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  1. After 12 years of CPU rendering i thought it´s time to give GPU rendering another try. I checked VRay Benchmark scores to compare different GPU´s. For example for RTX 4080 I found scores ranging between 4400 pts. and 1219pts.... So i am seriously wondering how it is possible that one Card renders 3.6 times faster than another one? I would appreciate very much if you share your experiences!
  2. I´ve been looking for a Graphics Card for VRay GPU rendering, lately. During my research I stumbled across an interesting Benchmark result on the Chaos website: There are 3080 ti`s with 12287 MB of VRAM and others with 12288 MB, with a performance difference of nearly 10 percent and it has been proven by more than 200 GPUs...!!! Does anyone know how to tell the one´s from the others / how to find out how much VRAM exactly a Graphics Card has?
  3. One of my render slaves keeps falling asleep. So far I took following measures: - Configured Windows Power Options: Set it to "High Performance" and "Put never to sleep" - Removed hiberfil.sys from my system - run powercfg.exe /hibernate off command - installed NoSleep tool it does not help. Does Anyone have an idea how to prevent my PC from falling asleep? Thanks!
  4. I am doing a product shot with an Object hovering above a white surface... When i´m rendering the image straight with visible base surface it´s done in 1.2 minutes. After turning my surface into a shadow catcher, the render takes 7 times longer! Is there a trick or an alternative technique to speed up rendering time? cheers Gue
  5. Hi everybody, when rendering my simple model of a church interior it looks like this (only diffuse materials) After baking GI into the same model, it gets artifacts that look like geometry issues. Funnily enough, those artifacts only appear during rendering, but NOT during GI calculation. any idea?
  6. After having baked GI into textures, i try to export my model as an FBX file using the (Standard)materials that got generated while Texture Baking. It says: "Some materials in this scene may not be supported by certain applications and will import as standard gray materials instead." When I apply a different material and then RE-apply the original material, it exports fine. Does anyone know what that is? Thanks!
  7. I´m baking GI in some concert hall project and need to export it for use in a GUI. I chose *.fbx, believing it to a modern, reliable file format and hoped it could export mapping coordinates. but after reimport the *.fbx, mapping coodinates are f***ed up resulting in a partly black model, only a few parts have their properly baked textures on. Re-applying UVW-map modifiers works for some (flat)parts, but most of them rely on a painstaking Unwrap process... Is there another way to get my baked GI out of 3dsmax? What is actually the leagcy way of exporting baked GI?
  8. i am trying to Render To Texture a concert hall. The stage is unwrapped correctly (picture 1.), but when it´s rendered, the initial UV layout is ignored, and rendered somehow. (picture 2.) UV channel is 2, as well in the Unwrap modfier as i in the RenderToTexture dialog. What am i doing wong?
  9. there used to be a plugin called "ZoomCamera", i´ve been using it for years, because i did not know 2d pan zoom existed ...? its handling is more complictaed than the bulit-in tool, but it worked. unfortunately the latest version was 2017...
  10. This question has been asked years ago already without any helpful reply: VRay DR message: "... could not connect to host 'XYZ'. An attempt was made to access a socket in a way forbidden by its access permissions..." I already ran a Backburner Job, (which is, supposedly, neccessary) I opened Firewall for Port 20204 und 30304 Still get that message. Do need fixed IP addresses or does VRay DR also work with DHCP? Does anyone know what it means, and what i can do about it?
  11. As soon as self-illumination get stronger than the default values, light-emitting objects, be it Self-illuminating Material / Vray lights / Mesh lights /VRay Light Material,… are getting jagged edges. Is there a way to have a strong illumination values and get smooth, anti-aliased edges? Please help! I am working on a project for a light festival and those scraggy edges are killing me. Attached you see as an example VRayLights and LightMaterial
  12. How can I prevent 3dsmax from writing a “filename_SceneConverter.log” file (though I turned off Scene Converter at startup) AND a “filename_backup” file in my working directory? Thanks Gue
  13. Thanks for the hint; it changed my way of working tremendously!
  14. In the first picture you can see the strip lights (regular Plane VRayLights) in the office cieling turn black behind the glass railing; does someone know why? In the next scene, i loose my glossy refelxction on the floor behind the glass panels. Is there something wrong with my glass? EDIT: Reflection problem solved: Reflection Max Depth of the floor was set to 1
  15. I guess your shadow is too weak to be seen in the alpha. Give it try with a light source that cast a strong shadow (daker environment) and show us your result. I made the experience when composing the image later in Photoshop, that he shadow from the alpha is not as strong as in the rendering. In your case it´s really faint you can hardly see it in RGB... I am also stuggling with Matte Shadows (as you can see in my next post)
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