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dmv79

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  1. Come on, Shaun, you can do this... Ok, so things are fairly compatible. What are your max units? How big, in autocad, is the building? Where did those chairs come from? Simply rescaling in max won't do... If you get by with "mixed" scales in the beggining, eventually it's gonna get to you. If everythnig is correct, then try merging the scene into another one. If that fails, we'll try something else. I believe Abhay and I and allot of people out there dealt with the same issue at some point. You just really gotta pay attention to the units, origin and scene size (not file size). By the way, a 28mb autocad file is pretty big. Is that already 3D? And before I forget, cad blocks and few other elements should be avoided.
  2. This really seems to be similar to CAD import problems due to point of origin. It messes up max as it comes in too far out from the origin (0,0,0) coordinate. To fix this in case of CAD drawings, copy the drawing with base point (CTRL+SHIFT+C) and choose the center of the drawing, open a new file, and paste (CTRL+V) at the origin (0,0,0). Import to max again and problems are gone. If not, it may be due to scale problems. Say your drawing in CAD is in mm (1m=1000mm). If max is set to meters, instead of having a 1m object, you'll have a 1km object. This gives you basically the same problem... a huge scene.
  3. Glad to share my little tricks
  4. Devin, Here's the setup for the image attached earlier. In that case it was just material blend. But it could also be applied for displacement... Hope it helps let me know how it goes.
  5. Well that would be about it. If you're using vray 2.0 (wich I'm not), you can use the dirt texture as a blend or comp texture mask and displace and map whatever you want. I also thought of using some geometry as volume select and a push modifier on top...
  6. Hey, Devin. What are you looking for? First ones that come to my mind are: With fuids, with 3d max water reactor ( ) and with dirt texture (vray_attached img). But there are a few other ways we could think of.
  7. dmv79

    dark materials

    Hello everybody. I've been working on a scene where I have mostly dark materials (dark gray and black walls, dark wood floor, etc.). As we all know, these materials really "suck" light. I've been testing with GI bounces multipliers, camera settings, override materials, light intensity and so on. My last attempt was contrast base to brighten things up. But in all situations things tend to get a bit washed out. I can, in post, make things the way I want to. It really isn't a problem but I'd like to hear about your experiences and thoughts on this. Cheers
  8. dmv79

    Bake PArray

    Didn't give it much thought, but... Why don't you replicate what parray is doing in pflow? You might also be able to use point cache to save the geometry animation.
  9. You're right, it makes no difference in final render times. I only mentioned it because I saw some artifacts in it. Always glad to help (even though sometimes I don't ). And yes, I do give my computers a massage when I see an animation with complex materials (refractive glossiness, transluscency, etc) coming up. Cheers
  10. Checking the vray log usually helps. Look for warnings and get rid of them. Your noise threshold could, in my opinion, be a bit higher... I saw light cache "from file" but on secondary bounces you got "none". Is that really it? If using light cache and the settings there are what you calculated with, it's too low. In short, again in my opinion, you got too high AA and low GI settings (the GI seems a bit strange/messy...). Hope it helps
  11. Just add two uv maps... one in channel 2 and the other in channel 3.
  12. There are some simple scripts for replacing objects... Just make sure to check scale/units and pivot points. You can assign different materials to instances, but not different material IDs.
  13. There are some workarounds for this issue. But what I'd do is set the base material color in your wrapper material to a neutral gray... even better would be setting it to something similar to what you'll composite with, and then play with it (saturation and brightness) to get the desired result. After all, color bleeding is a natural thing. I try to stay away from "artificial workarounds"... but it depends on your workflow. You could also play with the color mapping settings. Some of them can handle this bleedings but they also have other "side-effects" to consider. Other option is the vray material overide, where you can set a diferent material for the GI's response.
  14. For animated objects (lights included), you should calculate the GI diferently. In your case it makes perfect sense... you saved the "shadows" incrementally. For the IR use animation prepass first, save it then switch to animation rendering. For secondary bounces use brute force. It's slower, but needed. You heve reflections on the walls to worry about, but look up the vray sphere fade to render the car in a different pass... can save lots of time. Good luck
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