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ionutteudean

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  1. You need more geometry on the edge and a good unwrap. A better alternative (3dsmax) would be the hair and fur modifier.
  2. I use Simlab Translate to convert obj's exported from max to skp. Good results without any ugly/unnecessary visible edges.
  3. The glittering should disappear if you pre-render the light cache on fly-through(single frame) and the irradiance map on multi-frame incremental (every 10th frame). Then use them from file for the final renders. And for the others I can't really tell onlly from what you described.
  4. From my point of view, nothing's going wrong there. There's probably reflected the sun/light in your scene and it adds more samples to to get it right. It can depend a lot on how you set up your subdivs for materials/lights. Maybe you have few material subdivs on that sphere and that might be why it uses more AA. Hope I'm not too far from the truth
  5. Bad mapping (specially the wood with wrong grain direction)
  6. Sure. Select the polygons where you want the hole, then right click in the viewport and you should see there the regularize button.
  7. Try using this script: http://www.scriptspot.com/3ds-max/scripts/loop-regularizer
  8. Another idea would be to increase the min subdivs from adaptive image sampler to 2-4. But that's probably not a very professional way of getting rid of the noise (for me it usually works but it also increases the render time)
  9. i think you went too far with noise treshhold. try 0.01 for it and also check if using 0.01 for color treshhold also is helping. if it's no major change check also material subdivs and go for higher values.
  10. Is is possible for a dual xeon + dual quadro to be used for 2 different concomitant tasks (rendering with v-ray advanced and v-ray rt) without slowing down any of the processes?
  11. Put a value of 0 for alpha in the v-ray properties of the glass object.
  12. Black could mean that you haven't waited for LC or LC an IM to finish. Sample rate renders in the same time with final render.
  13. Roof Tiles look to flat. Window reflections are too dark. A little peek inside would look better.
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