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mikekime

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  1. I have been working on more or less the same scene for a bit now. With some basic Progressive settings I would just get a quick 1 minute render out and it would dump all the element and primary frames. All in reasonable time. Now, out of the blue, its taking a long time after it reaches 100%. In 1 minute it reaches 100% and says EST 1:05. Then the actual time keeps counting up. It can get up to like 5 minutes at max CPU before it actually (and immediately) kicks out the output files and actually ends. I tried setting it to 5minute and it seemed to be the exact same only the green bar took to the 5 minutes to complete instead of 1. What caused this change? How can i get to a complete progressive render earlier (like it was) . Like 1 minute total. Or 2 minutes. I don't understand why it just goes beyond the 1min minimum now. Thanks
  2. I am really enjoying Siger Shaders but I was wondering if there are other solutions out there like it. Something that would have accurate Rubber materials. May be rusty paint. Anything really. Basically compiled material libraries, but not like "5000 materials" or anything. thanks
  3. Question for you technical guys. NVidia just announced the GTX 1080 coming out later this month. http://www.geforce.com/hardware/10series/geforce-gtx-1080 I'm curious what this means for my work flow and V-Ray rendering (Cuda Cores?). I use Max (viewport power and VRay rendering) and Zbrush. What could this card mean for that? I currently have a 7 Series Titan in my home machine and a 980 at work. Thanks.
  4. Thanks Nicolai. I like how that VrayBumpMtl works. So doing some tests it could be the problem is in some numbers i have going on in some of my SSS materials. May be how much the reflection is cranked up vs how much SS radius (heavy SS). Basically you get a lot of visual detail in the reflection but the shading areas (for lack of a better way to describe it) kind of disappear. Best guess is the radius. thanks
  5. I'm still having trouble with this. I don't know how to get or crank up the shading effect the normal map gives inside a VRAYSkinMtl. In a normal VrayMtl it shades exactly how you would expect. When I copy this system over to the Skin material the effect only happens on reflections. The actual "shade" doesn't seem to change. Is there anything I can do about this for the render (not inpost work)? thanks.
  6. I think I figured it out. It is a VRayLight set to Dome that is doing this. I didn't know it had that effect. I want the light effect from it but no change to the background image if possible. Sorry for the confusion.
  7. I cleared enviro map under Rendering->Environment. And also "Use Map" is unchecked. I still have a dull blue sky and a grey infinite floor. I think it set this up after I placed a VRaySun into the scene. It asked if I wanted a sky and I said yes. But where does this exist? How? I don't see an object in the world that represents this effect and I also don't see settins in the Render dialog inside the VRAY tab that indicate anything. I don't know how to turn all this stuff off. None of the environment stuff is checked on in the VRAY tab.. I.E GI Environment. thanks
  8. Hi. I created a VRaySun and I believe it changed things about my scene. I'm noticing I have a blue sky and infinite floor. This does not match my environment as I've unchecked "use map" and there is no physical floor. Where do I edit this? How do I get back to what I had before I ever added the Sun? I've since deleted the sun object but other effects remain. thanks
  9. Hi. I am trying some experiments out and It looks like I'm having difficulty getting the VRaySkinMtl to shade the model nicely. Here is my test case. I have set up a very basic scene and tried VRayMtl with the normal map (using Normal Bump and override 1.0 gamma). The results look quite good from what I can tell. (final render is very similar to high poly model with same material minus normal) I do this exact same setup with VRaySkinMtl and the effect is drastically lessened (features disappear). I have tried cranking it up really high (over 100) but the effect only seems to change in the reflection and not in the shade. If I bring in the high poly model that was used to make the normal map and apply a raw (no normal bump at all) VRaySkinMtl to it it looks how I want the normal bump to look (and also similar-ish to the afformentioned VRayMtl test). I understand SSS and physical rendering is going to alter things but I think there is more to it in this case especially since the high poly model looks so different than the Normal Mapped lower poly version. What can I do to fix this? I have also tried using Vrays "VRayNormalMap" in the bump slot and it is exactly the same. Thanks.
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