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RyanSpaulding

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  1. Hey guys - Been a minute since I've browsed the forums, as I no longer render in this industry anymore (not enough biz). My question pertains to current walkthrough or 360 viewer types of technology that exists now. When I last was rendering, we rendered out QTVR's and gave them to the client so they could interactively view the 360 images in a fixed position. Around the same time, Bentley was developing 3D PDFs as well - but it was unique to Bentley. What are the new mediums to share this type of thing with clients these days? Any help would be appreciated. Thanks!
  2. Hey CHG - What did you use for settings on that. I picked an Arch material, blue for diffuse, set a falloff map in the transparency slot set to fresnel, but get nothing like what you have with true transparency...
  3. Hey everyone - I'm having problems replicating the texture a simple piece of tube. It's slightly transparent and blue. What am I missing in my render? Would this be an SSS material? I cant figure out why in the photo, the center of the tube diameter is more transparent and the edges are less so (almost like a fresnel effect, but for light)...but in my transparent material, the center hollow part is darker and less transparent than the edges of the tube. If it is SSS, whats the best way to learn about the material? There are lots of parameters...even in the "fast" shader. Diameter of the tube is 1/2" and the diameter of the hollowed part is 1/4". [ATTACH]40832[/ATTACH]
  4. Hey guys - I'm trying to wrap my head around something. A client has asked that I render out a hollow, translucent wire (in a studio setting) that has all sorts of bends and curves to it and and is adjustable. What is the best way to model this so that I can tweak and adjust the wire's position and bend as needed? Thanks!
  5. Hey Ryan,

     

    Are you still in Madison? I own a graphic & web design company here and might need some freelance 3D rendering work in the near future. If you get this, shoot me an email at matt (at) astuteo.com and I can give you the details.

     

    Thanks,

    Matt

  6. Here is what I ended up with. Thanks guys. [ATTACH]38845[/ATTACH]
  7. I think Pixar being a bit behind has everything to do with their talent's proficiency in Maya and Renderman, not because they don't know. They develop Renderman with new tools as needed, not worrying about keeping up with everyone else, so that they aren't changing tools on their artists, which could lead to significan delays in multi-million dollar projects. Thus, it's better to spend an assload on hardware, than retrain talent and/or end up with delays in movies due to unfamiliar new technology.
  8. Hey Justin - Thanks for the response. I've attached an image of my settings. I think my material is just too basic right now...I need to step it up. I got lazy as my modeler did not properly group items in layers...and it's a sketchup model so most comes across as black in the viewport...so I didn't UVW map the facad. Thanks for your help. The grass is a patch done by ONYX Grass and instanced. My glass is definitely too reflective. Problem was when I tried to create actual glass texture, it wasn't reflecting enough and couldn't get light inside the building...and I lacked the A&D shader experience to know how to tweak this well. I've also got an issue with the image in the frame buffer looking different (brighter & washed out) than my saved image. I end up having to bring it into Photoshop, and adjust levels and color saturation quite a bit (non EXR because the image has no sky). Am I missing something here in my Gamma settings? A simple gamma adjustment in Photoshop doesn't do it. [ATTACH]38737[/ATTACH]
  9. Studio/Institution: Cogdell Spencer ERDMAN Client: Facey Clinic Genre: Commercial Exterior Software: 3DSMax + Mental Ray Website: http://www.cogdell.com Description: See attached. Not completely happy yet, but deadline hit. Had to learn MR on the fly after over 2 years of no rendering at all and just don't have A&D shaders down yet. Looks flat to me, but I'm unsure how to do better reflections and the like on panted concrete, ect. CC is absolutely welcome and helpful.
  10. Bah! Thanks! I cant believe I missed that...
  11. How does one do a lens correction in 3DSMax 2010? I dont find any settings similar to when I used VRay...as I'm on MentalRay now. Is there a modifier or something I'm missing? Thanks!
  12. Which ones do you all visit? Peter Guthrie (http://www.peterguthrie.net/) and Jeff Patton's (http://jeffpatton.net/) are ones I visit. What other good ones are out there? EDIT: Nvm. http://forums.cgarchitect.com/60810-blogs-twitter.html
  13. Hi Ryan

    have you read my last msj ?

    Can you reply me ? Please ? ´cause i don´t know what you think , and if you can help me with this right now!!

    Please, at least, reply me at soon as you can , and let me know this...O.k?!

     

    Thanks a lot for your valuable time, Again!

    And See you!

     

    Atte.

     

    Damián

  14. I think what he means is the further away the camera is, the higher he sets the roughness setting. If you're close to the material, a low setting will result in visual roughness. If you are far away, you'll need the setting to be higher in order to see roughness from that distance.
  15. Excellent. Thanks guys. I appreciate it. I'll make sure to post the render when it's all done.
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