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schnitz

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  1. Really nice work mate. And great presentation. I'd love to see a 3d print of one of these. If 3d printing ever becomes affordable you could revolutionize the humble paperweight.
  2. Works fine for me. Viewing them through firefox.
  3. schnitz

    Supercomputer

    I should have put a smiley at the end of my last post. I wasnt being serious. Looking at the pics on the link of a computer the size of a warehouse I didnt really think there would be a laptop. :-)
  4. schnitz

    Supercomputer

    Is there a laptop option? God I hope Vista runs on it!
  5. Great resource!!! Thanks!
  6. If your using a hdri or background map to light the scene make sure it's on a shared drive that all machines can access. It could be that your render nodes are not getting access to the map needed to light the scene. Also if distributed rendering is still giving you trouble try using split rendering though backburner.
  7. Here's an idea... Model up one tile and render out a zdepth pass in the top veiwport. This will give you a black and white map in where the black will be stronger where the tile dips in and white will be closer to the camera. Then in the diffuse slot of a VRay material make a 'tile' material. Give it a clay type material inthe colour slot and set the colour variation to about .3-.5. tile this around as many times as you need it. Copy your diffuse map to the displacment slot and put your zdepth render in its colour slot. If this doesn't make sense I can maybe throw something quick together for you to illustrate.
  8. Are you by any chance using your background image in VRays GI environment override slot to light the scene? I remember one time I did this it actually projected the image onto my model. Other than that, I'm stumped...
  9. I have to agree with TommyL. I'd only ever use photometric's with a web file when I want the nice affect of a realistic light scatter along the wall. For a florecent light I'd make a tube with a Vray Light Mat turned to about 3 or 4. I'd then add a gradient to the lights diffuse to make the light look a little less even(Dark near the ends and brightest in the middle)
  10. Better late than never, eh?!
  11. Another option to using a 2 sided mat would be to add a shell modifier to your cylinder to actually give it a thickness. Also mabey make the fog colour something other than white and turn it's multiplier down way low like .1 - .01. Your on the right track with the refractive glossiness. For this effect I'd usually put it at about .5.... One more thing, if your using a VrayLight Mat for the light inside the pillar try adding a gradient to change the colour slightly to make it look a little less light a constant light throughout. Hope this helps... Any new renders?
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