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LuckyST

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  1. what do you guys suggest for 3d max. Is the extra 1,5 gb ram of GTX 570 better for max viewport or the 580's brute force. Also, whats the downside of 7950? I know it doesnt have cudas but how does the card overall compare to nvidias?
  2. depending on what your linear workflow is but yes. it works like a charm with LWF. I can post a default max file if that would help anyone?
  3. ok, I figured it out. here's the workflow. 1)select the passes you want, and set the path you want them saved. 2)at the properties of each of the passes there's a checkbox "Render to VFB"... turn that off (alpha channel doesnt have it) 3) go to Vray Frame buffer pannel, and turn the frame buffer off. 4)save the render preset 5)go to batch render and set the cameras you want to render. Under "render preset" use the preset you just saved. 6) klik render. P.S. some of the steps might be redundant, but I havent had the time to test which way it works or not.
  4. what would be the correct workflow if I want to assign batch renderer with multiple cameras, and make sure all the render passes are saved at the same time? I setup the cameras in batch, enable the desired passes, but it doesnt work. is there some checkbox I need to enable, and do the passes need to be in different folders?
  5. it seems they used different ones in the first shoot and the other ones... I guess to achieve more dramatic effect. It's not a standard map, so I guess they made it in photoshop or some other 2d program... the same effect can now be modeled using the new "ribbon" in latest max released, but it would be really poly intensive, and isnt worth the bother. -if you have the full max, you can check out the material libraries that came with it. One of them is packed with metal/metal meshes which can easly be modified to achieve the similar look. p.s. is your nickname an anagram for "Zdravo"?
  6. interior seems to have been modeled, while the exterior looks like a material with opacity map for the holes... it also had a fresnel reflection turned, and a colorfull HDRI map set for the reflections. it was extra touched up in photoshop with blurs, and hue changes, etc.
  7. how do you scatter/multiply an object that has an IK solver attached to it, without loosing the relation. the simple "copy" option works well, but when I try scattering the object, or use the paint tool, it acts really funky. here's a jpg of an object I'm trying to paint over an irregular surface...
  8. cool, thanks. Sorry I didnt notice that one while going through reactor.-silly of me.
  9. I'd like to know if there's a way to simulate buoyancy? I'd like to animate an object falling into the water, and then slowly sinking. can that be achieved with reactor or some other more or less physically correct method in max? or is the only way to achieve it by keyframing it?
  10. that's great! I dont wanna be to much of a pain but in the night shoot, the lamp appears to float in air-it doesnt cast any shadows... add ambient occlusion/vray dirt to make it stand out. and try using ISS for the lamp. the shadows could be a little softer. daylight is superb.
  11. you can select it, and rightclick, go to object properties and then enable "object display culling"
  12. these are great. did you try checking on the "invisible" checkbox in the vray light modifier panel? in case that the window still stays white, that's because it's still possibly visible in the reflection of the glass behind it... so you might want to check off the "affect reflection" checkbox. add a tree, or sky on the outside, and you are done
  13. windows are to bright, add some bump to the walls, do a bit photoshop work to correct the hue/saturation and you'd get a better lookin picture. also turn on antialiasing, in some cases the corners are to rough.
  14. one more thing.. in the daylight scene, try adding some bumps, or ambient occlusion on those pillars, and it'll be superb. and in the both cases, try adding some ripples in the leather of the sofa... would give extra realism to it. good luck
  15. I've been playing around, making a face model, when an idea hit me, so here is the final product. Uploaded with ImageShack.us
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