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Deetee

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  1. checked bro. nothing there. in fact i always check and clear my spam mail every 3-4 days. I pmed jeff, but he hasnt reply me anything yet. hopefully someone can help me fix this.
  2. Hi. Just wondering if anyone had this same issue? I registered another account for my company using company email few months ago. I notice that my company email will always receive newsletter from CGarchitect like 1-2 times a month. But my personal email, which is this bind to this account has never receive any single newsletter before. I enter general setting, had both CGarchitect Newsletter and CGarchitect Visualization Pro of the Week checked. (it is already checked long time ago in fact) Up until today, i still did not receive a single newsletter from CGarchitect. Hope this can be fix.
  3. Thanks for the link, but the tutorial never cover how to stop the wind by passing the wall.
  4. Hi guys.. I need help in cloth modifier... Below is the pic im working on... as u can see my curtain (applied with cloth modifier) are only partially get direct expose to the wind, and the rest of the parts are behind the balcony glass. My major problem is that when i run the simulation, the curtain are moving evenly... I did all the necessary collision... such as ceiling, floor, walls, pillars, balcony glass, frames, sofa... etc... but the curtain seems to be blew by the wind evenly... What i want to archive is to make the curtain parts that are directly expose to the wind force to have stronger wave while the curtain parts that stays behind the balcony glass have weaker wave due to the balcony glass should be blocked from the wind directly affect it. some may argue that my balcony glass is too short to really block most of the wind impact. yes, you may be right, but i did some experiment before entering forum seek for help... I created an empty room with 1 window. the window is unopen... then i put a plane with cloth modifier inside the room. applied cloth modifier on the room obj and window obj for collision purpose. applied wind force. start simulate... somehow, the cloth still affected by the wind... I guess collision is purely for simulating collision between objects. How do i tell the wind to not pass through collision object?
  5. Hi guys... I'm a bit confused with using these 2 display driver. May i know which display driver you guys use most of the time? -Nitrous -Direct3D -OpenGL I normally use Direct3D or Nitrous. pro and cons on both that i personally realize. Nitrous - Overall viewport performances boosted. - Doesnt work well with texture display in viewport for certain mapping, such as vraylightmtl. - Not easy to spot polygon flipped issue. - Need a decent graphic card and good amount of ram. Direct3D - Slower in viewport to compare with nitrous. - display all texture correctly. - easily spot polygon flipped with 1 viewport default light on. - lesser ram required, can handle with lower end graphic card. At the moment in my team, some using Nitrous, some using direct3D. while i kinda stick back to direct3D now... I had 1 major problem though. Whenever my team mate that work in nitrous pass me their files, I always got an issue opening their files in direct3D. reason is becoz whenever I use direct3D to open file that saved in nitrous, the viewport tend to render in "Ambient Occlusion + Hardware Shadow" mode... this kills me. and sometimes for those files that is too heavy with millions and millions polygon, they just totally fail to open, and stucked there for more than half an hour which force me to just end task it. Another issue that opening nitrous working files in direct3D is the texture. Whenever we open any nitrous working file in direct3D environment, all the polygon goes missing in shaded mode. Reason is becoz the show map in viewport setting. nitrous tend to "show Hardware map in viewport", which direct3D can only read "show standard map in viewport". This gives me a very troublesome switching around. Im using 3ds Max 2012. so just share my experience and hope to get some opinion regarding this 2 display driver. Is there any solution? I'm considering to standardize my team to use direct3D instead of nitrous, as sometimes nitrous was so good that they didnt bother to optimized the scene (such as proxy is not used).
  6. ah.... so it is shell modifier that make the diff... lol...
  7. closest i can get. http://imageshack.us/photo/my-images/19/111yq.jpg/ lol... still not any closer to the render that you show us though. hahaha... btw the texture folder you gave us is marble01 texture? but i dont see it apply to anywhere in your scene. what i notice is that there is suppose to have "dr_7.png" is applied to your torus material, but that texture is missing...
  8. lower down your refraction IOR to around 1.01 - 1.20 ur instructor material seems to have some refraction glossiness too which yours dont have.
  9. Hie guys, My company will soon have our own studio for shooting with green screen. So... recently I've been thinking about how to implement those real human footage into our 3D arch viz walkthru. It would be easy if our camera is static, and the human are just walking from left to right or front to back (vice versa). But what if it has camera movement? what if i wanna do human sitting on chair? etc??? Can anyone here tell me the procedure to create such video animation?? 1- do we do shooting 1st? then only create 3D camera path with the real life human footage fit into the scene as mapping? or we get the proper camera 3D path 1st, then only do the real life human shooting? which 1 come 1st? 2- if i would like to hav my human to sit on my 3D chair. i would need a green color box for my model to sit on it. how do we make sure the proportion/ratio/position is correct? We will need to make the green box height same as the 3D chair height for sure... but things might looks different if our camera lens are different. right? (i only know a little about photography/videography, so im not sure about this lens thing) 3- Speaking of lens, how do we make sure our camera lens are both the same (real life and 3D)? for vraycamera, is it base on film gate or focal length (i dont see much diff function between this 2). and also what if im using normal Max camera? what lens value should i put? or probably, which value of reallife camera should i follow in 3d camera? 4- if i would want to have some movement for my 3D camera. (not just left to right or front to back), how can i make sure my camera position in 3D world are the same as in real life? example if i wanna do a shot of someone talk to the living and sit on the chair... how can i make sure my 3D camera distance and real life shooting distance from the chair are the same? also camera from floor etc??? Sorry for the long winded post. Im very confused with how to implement green screen technology into our arch viz walkthru, but i really hope to make it happen 1 day in my art work. Please do let me know any procedure or anything that i missed here. Thanks in advance~!
  10. Greeting people, Im using 3D Max & Vray for my arch viz job. Normally i use evermotion vegetation or Onyx for some custom simple broadleaf trees... My onyx skill are still pretty beginner i guess... Currently I plan to further brush up my skills for realism vegetation creation (model, texture, render)... I know Onyx is great software for vegetation... Xfrog, Speedtree is the other 2 software that i know is meant for vegetation, but personally i havnt use it before. does vue creates vegetation? or just environment? Anyway my question is, other than onyx, xfrog, speedtree, which others software is good for realism vegetation creation? i do understand they are just a tools and it is how the end user use it, but can someone explain what is the pro and cons between each products??? regarding the user friendly-ness, customization, library, easy to use or not, flexibility etc etc? *sry for my bad english.
  11. Yeah, apparently this is the only way to work around this bug. Somehow I'm wondering with this huge community of ArchViz artist in cgarchitect here, why it seems that just few of us having such problems??? This is so much annoying. I'm wondering is it bug due to vray2.0? coz last time I nvr get any issue with this before...
  12. I see... It doesnt happen in any previous version of 3DMax though... and sometimes we just gotto have the autoCAD file inside 3Dmax as reference, thus not always we can just get rid of it. Ever since this problem exist, I've been using "asset tracking" until now. It seems be pretty handy. and i probably will just stick with "asset tracking" since i kinda get used to it already.
  13. God.... I thought I was the only one that is facing such problem in this bloody world... I nvr key FOV. The only thing i keyed is the film gate... I thought this issue is hard to explain, so in my 1st post, i wrote how the problem was created... I thought it was just me alone having such issue as there are so many viewer in my topic yet none of them reply. did they even tried on how the problem created as mention in my 1st post? sigh.... anyway guys, im so sorry to say that i didn't find any solution here. I'm still hoping someone could give some solution here... As for any other way to work around this... What i did is manually turn on and off the autokey button. if there is anything involve film gate/fov animation, i will have to manually turn on and off autokey. when your autokey is off and you move the scroller along the timeline, it wont generate any keyframe. once you done with the camera, make sure save the scene or save the camera out as back up. just in case if you need to run autokey to animation any object in the scene, it will definitely generate more keyframes into the camera. and by that time you will need to merge the camera back in. Hope it helps. and im still waiting for someone to provide solution.
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