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theory

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  1. well i need the wall to be at least 25 cm thick, that's a must, so it's a volume, see the link to the scene at the end of my last post, maybe i could throw in a subtle emitter layer to make up for the translucency comprimised on account of the thickness, idk!!
  2. here, along with the scene and the used material, the used material is simply put together to test the light permiability, so i overlooked the material surface qualities (glossiness wise) for now, https://rapidshare.com/files/2722403055/litracon.rar
  3. this is not about physical correctness, this is why i ruled out SSS, and i'm using it for a still, here's a test, there're 4 boxes behind this wall 2 of which are pressed up right to the back of the wall, this is the closest I've gotten, you can see it's a transparent as opposed to a translucent effect, i had to grey out the top layer's mask, and the result are pretty crappy,
  4. hey there, you guys all make a valid point, only the problem is not the surface texture appearance, it's actually the light part that I'm having trouble with, i even tried to mask out or clip the fiber parts, but still i cant seem to get the right light permeability or translucency as opposed to transparency, and the 50% bit is used in the outdated materials that I've referred to earlier, and SSS wise that would be a performance killer, so i don't know, p.s. thin sss works like a charm only there's nothin thin about a concrete wall, and yea they do look similar color wise, except for the eagle, when i saw it i was like, oh a fellow maxwell user from egypt, then i saw that's yemen, and i was like close enough
  5. hey there, I've been trying to reproduce a litracon (light transmitting concrete) material with no luck what so ever, I know that there is a couple of examples on the resources website, only they're so dated that they render very differently within V2 so, did any of you guys ever try to make this material?
  6. Studio/Institution: Freelancer Client: Design class project Genre: Commercial Exterior Software: Revit Architecture, 3Ds MAX, Maxwell render, Description: This is my most recent project, a mixed-use complex overlooking the Nile river, located over in Cairo, Egypt. Didn't have much time to work on the environment, all C&C along with Comforting words are very welcome,
  7. here check this one out: http://commerce.vismasters.com/static/training/vray/video/ when it comes to vray this one is as extensive as they get i think,
  8. here's what i have so far, quick test, 10 minutes, SL 12, still awfully noisy, needs to cook for little longer [ATTACH=CONFIG]44359[/ATTACH]
  9. lookin great, i'd throw in a smidgen of a breeze action to flirt a bit with the vegetation, i't will do wonders my good friend, and help avoid the still "slideshow" effect /theory
  10. here there, great mood you got goin on there, great balanced composition, nothin more to say except adding a bit of a blur to the cars, they look too still, /theory
  11. any of you folks tried making a latex balloon material before? here's what I'm talking about: [ATTACH=CONFIG]44357[/ATTACH]
  12. yes daron it does, works through the 3d software, the standalone studio application, and also the material editor,
  13. from personal experience, maxwell render makes far more sense than Mental ray. and vray is just convenient and makes life easier with all the toys and what's not, and at the end the renderer plays only a small role as opposed to the artist's role in creating a beautiful render, i ditched all the other renderers and i'm currently a happy maxwell render v 2.5 user,
  14. i was not talking about no shining, i was referring to the backdrop's exposure and tone compared to the interior's, have you tried using a dusky HDRI?
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