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Brute Guy

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  1. Hi Francisco, Thanks for your reply. By penetrating geometry do you mean the two surface are overlapping? In my model I've made sure that there is space between these surfaces. I'll take a look into the raytracing depth, is this the value in the material slot and global switches (see picture)? I have often played with this when overlaying multiple transparencies. As for the Irradiance GI, we did change the secondary bounces from Light Cache to Photon map which did help sort it. Thanks, Marc
  2. Hi All, Been having this issue for a while and never really got to the bottom of it or how to stop it. Using Vray with 3ds Max. Using irradiance map and light cache. Basically I've got a sealed plastic surface which behind is a smooth flowing curved surface (this is the purple plastic in the image). When I hit render, the surface beneath the clear plastic outer layer appears all faceted, does anyone know why this is happening and how I can prevent it? I've tried a lot of things so far and no luck. In the cross section diagram attached, A is the clear plastic sealed poly-surface and B is the glossy plastic surface behind it. B is very smooth and flowing. Any help would be appreciated. B
  3. Hi All, I am having an ongoing issue with a hair and fur scene. I am revisiting an old scene to render (for arguments sake) a ball with fur on. The old scenes have had no issues rendering. The issue occurs when I open up these old scenes, add a new camera, move a few non fur parts and then try and hit render. Either, I get an out of memory error dialogue, an 021017 sending to host error failed, or an error about 'no photons stored after emitting 1000000 photons' or the scene just hangs for hours then crashes. This has happened a few times in the past, and I just now just anticipate that I can only use a scene once before I have to painstakingly rebuild it again.... Every time:eek: Anyway, any help would be grateful on this subject. Thanks, BG
  4. Hi Tony, Thanks for you quick response, is this work flow for splines only? I should have been a bit more clear in my post, I meant importing 3d geometry. Cheers BG
  5. Hello there, I use rhino for modelling and 3dmax for rendering. I am about to step up to max 2012/13 and am wondering weather to upgrade my 'rhino2max' plugin or...... ...Just go with the integrated 'connection extension software' which I assume is part of any new max release (or is it only part of the subscription package??) I know little about the connection extension package (other than it is made by nPower), and as its free, it seems I could save some money just using this to import my rhino 3d geometry into max? Or does anyone know any better packages for importing Rhino into Max than rhino2max? Thanks! BG
  6. Npower translators, I use Rhino to Max about £200, worth every penny, surfaces come in perfect! Cheers BG
  7. Hello all, I have a max model which I want to get milled/3d printed. The model has an intricate texture map applied to its surface, and it is quite organic in shape. Obviously when I go and print/mill this, I will be working from my rhino data for tooling as the maps were just used in vray/3dmax to fake the effect of the texture. -How can I get this texture map onto the final model? -Is there a way of displacing the texture in 3dmax, (perhaps displacement rather than bump) then exporting this from max as data and then converting into .stl .IGES for the milling growing machine to ingest? Any help would be greatly apprechiated. Cheers BG
  8. Hello, Just a quick question here I hope, I have this carpaint material which gives reflections of which I am not too happy with. I am pleased with the reflections (grain effect) at point 'c' although the reflection of the floor appears to overide the grain effect leaving the base of the circle 'b' pretty lifeless. Also the base of the circle 'a' appears to be quite undershaddowed. The top right image is what I am aiming for, but I was wondering if there is anything I am missing in tweeking this material. Cheers BG
  9. Hi all, I have a simple scene with a box, it has a chrome material applied to it, and there is a HDRI in its environment map slot. I am getting these bizzare floor reflections as you can see in the picutre, I have tried using a plane instead of a vray plane, increasing the subdivs of the floor material, using brute force instead of light cache as my secondary engine, but non of these usual fixes have managed to solve the problem. Any thoughts? Cheers Marc
  10. Thanks for the help, I don't know how much longer I could have gone without my 'alpha contribution' marc
  11. Hi All, This is a quick one, I can't find vray properties in the quad menu (right clicking on the object). I had a look on a similar thread in the forum, but it mentions that you can add this to the quad. I had a look in the 'quad' tab of the max 'customise UI' but couldn't seem to find an option to add this incredibly usefull shortcut! Does anybody know how to add this to the quad menu? Cheers Marc
  12. Hi all, It was a bad mesh afterall, Just cleaned it up in Rhino and re-imported and it was fine. Thanks for your comments. Marc
  13. Hello All, Having some bizzare looking reflections in my chrome material, at first I thought it was just some undersampling in the material, but I still get this even if I pump up my material sub divs. I was initially using Brute Force as a secondary pass, changed to Light cache (which usually sorts this out) but still having problems. Any thoughts? Ta Marc
  14. Hi all, just found a thread from 'Crazy Homeless Guy' which sorted it out, just turned on sub pixel mapping with clapmed output and that made the AA on the edges better. Ta Marc
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