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wuannone

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  1. I've got a plane with spheres on it (about 100). I want to animate a deflector or a big sphere moving over the plane and deleting all the spheres that it is colliding with. I couldn't find any script for this. Does max have this built in? I first tried it with pflow spawning spheres on the plane (lock on emitter) and then put a collision object to it. Somehow thats not doing anything. The spheres won't be deleted. The only way I get them deleted is when I add a Speed object to it and as soon as the spheres are flying and colliding with the deflector they will be removed. Don't know how to solve this simple question... :confused: Hope you can help...
  2. I've been searching for this but couldn't find the answer directly. I'm confused which method to use. BF + LC animation. Do I need to put LC on single frame or can I calculate Fly Trough first? Might be a stupid question. Sorry for that.
  3. thank you. very interesting article. You guys were right about the fact that it isn't the GI that takes that long but the other settings. It were the materials that were cousing the long render times.
  4. Thanks everybody for the clear reactions. I've heard more people about baking the lights. However I think that is the least efficient way to work. If the client wants some objects on a different place or add some extra models to the scene you have to bake everything again. And for as far as I have experienced baking isn't really fast either. Last few weeks I have been reading and reading about image sampling. Subdivs and noise treshold. Decreased subdivs of the image sampler to 12. Noise treshold to 0.06. Shading rate on 12. That's as far as I could improve the settings on that part. The IM is set to Medium-Animation. Light Cache to 1000subdivs. BF+LC seems to be the way to go then I guess. Did some tests and rendering the same shot with IR+LC was 2 times as fast as BF+LC. But way more time consuming to setup. Guess there is no other way then to deal with the long render times (14min per frame interior sci fi corridor on 4K resolution 360 camera).
  5. But BF is the slowest engine regarding noise solving. It's the easiest setup but also the slowest render.
  6. "Precomputed IR/LC is almost free regarding the time." What do you mean with this? If I have an animation of 2000 frames with a moving camera and moving objects I have to calculate the LC and the IR for about everyframe. First calculating the LC and then calculating the IR and then rendering it all. That gi calc can take up to 30% of the total render time I guess. Or am I doing something very stupidly wrong?
  7. The client doesn't know anything about rendering. They just wanted a cool animation about a product. I only want to use it in projects with lot of frames to render on 4k for example. Saw great results on the internet in faking it. I read that even the big studios in hollywood don't even use GI or at least till a few years ago.
  8. I am new to this forum but not to vray or 3dsmax. At the moment i'm diving in to faking gi. On my last project I had to render an animation of 2000 frames with GI and render it on an online render farm. The render costs were $1200,- it needed to be rendered in 2 days. Me and the client werent happy about that. Tried some fake GI on an interior project. This was my result. Quite happy about it. screenshot program I want to have precise control over the render and get as close to the GI render as possible. I've done a test with a simple red sphere and a grey floor. This is the result. how do you print screen The problem I can't seem to fix yet is how to create color bleed in a shadow with an omni diffuse without making the shadow brighter. So I only want to give the shadow a red tint. I can't change the shadow color since that would change all the shadow colors. It's quite a challenge to get it right. I've attached my scene with the sphere for you if you would like to give it a try and come with a better result. ps: I've searched this forum and picked up great tips for fake gi. FakeGIsimpleScene.zip
  9. Hi guys, I am new to this forum. Well I have been reading this forum a lot but never posted. I am doing some tests with Vray RT. However I have something strange happening and would like to ask you guys to test the scene. This is the second scene where this is happening to me. In 3dsmax I made a car animation indoor scene. There are no materials or textures. Only a basic vray material. The environment hasn't got many polygons. The car however has 4 million polygons. There are around 20 vray lights in the scenes. The scene is about 150frames. The first like 75 frames are no problem (the camera is far away from the car) after that my gpu's render like 5 more frames (car is close to the camera) and then vray stops. It said "unable to allocate enough memory". I've tried it with the Brute Force and with the Light Cache engine. Same problem. My specs: i7 3770 2x gtx 980 4gb ssd 500gb 24gb ram I am running Gpu-Z next to it and the ram of the gpu is filled for about 60%. I have no idea why this is occuring. It probarly has to do with the 4million polys car... My question to you guys. I have a download link to my 3dsmax scene. Are there users with a 4gb gpu who would like to test render this scene? 1920x1080. It's about 2 min per frame on my 2 gpu's. After about 10 frames rendering it crashes (when the camera is close to the car). max scene: http://we.tl/IwnqcOaLuB I hope this is something only I am having so it's not a ram limit. I just invested in 2 gtx 980s 4gbs.... Tis is the vray log:
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