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  1. Man o man, fun never ends...Just wondering if anyone has ever come across their vrmaps causing their renders to have less contrast? I had my scene the way I wanted it to render locally (without using vrmaps because they were test renders) and then when I send my calc pass and render pass the rendered shadows have far less contrast and quite frankly just don't look as nice! Any help is appreciated...I want this project to end! haha S[ATTACH=CONFIG]47336[/ATTACH][ATTACH=CONFIG]47337[/ATTACH] So I just sent the exact same render without using the VRmap, and not only is the contrast back the way it should be, but the render times are less than 1/2 of what they were WITH the vrmap? Am I missing something here?....Perhaps too much time consecutively behind the screen...HELP~
  2. Figured it out....My water material was apparently unhappy with the way I was going about getting it to be see through...I had a fall off mapped to the opacity channel and no refractions...Changed it up and instantly solved...That was a good waste of 2 days hahaha...I can't believe I didn't think to check that sooner...
  3. I'm sure it's something to do with the shiny/reflective/refractive materials I've got plus a very bright vraylight material on the front of the probe. And in all the scenes the camera is "looking through" water...As in, the pipe has been cut in half, but the "water" is still in the pipe...I'm guessing that reflective materials + refractive materials + bright light ='s screwy splotches [ATTACH=CONFIG]47331[/ATTACH][ATTACH=CONFIG]47332[/ATTACH][ATTACH=CONFIG]47333[/ATTACH][ATTACH=CONFIG]47334[/ATTACH][ATTACH=CONFIG]47335[/ATTACH] Here's my calc/render settings...They've never failed me before...but I've never had a project that was this close up with reflect/refractive materials either...I've got a stripped down version of the scene that I can email if anyone is interested just shoot me a line (scott@trumblestudios.com)...
  4. I've done a pretty decent search for the noted topic and tried a lot of the settings/suggestions given, but I can't seem to get rid of these completely random splotches in my scenes. I've attached some image examples. [ATTACH=CONFIG]47326[/ATTACH][ATTACH=CONFIG]47327[/ATTACH][ATTACH=CONFIG]47328[/ATTACH][ATTACH=CONFIG]47329[/ATTACH][ATTACH=CONFIG]47330[/ATTACH] They're completely random and there doesn't seem to be any rhyme or reason why they appear. I've tried jacking up AA settings, changing reflect/refract values on the materials, making the sun invisible, nothing seems to help. Any help is appreciated.
  5. So it seems that adding a simple edit poly on top of the stack solved the problem. Gotta love trial and error!
  6. I'm using bend and FFD modifiers to make a hose bend as it comes out of one pipeline into another. They are animated to have the hose going from basically straight to a rounded 45 degree angle. In Max, every once in a while I have to turn the modifier on and off for it to "refresh" properly otherwise the geometry looks like there is no modifier added/animated. It does this in the view port and in my renders. But if I turn them on/off then they'll render fine. It's totally random and there doesn't appear to be any "reason" for it? Any thoughts?
  7. Beauty! Thanks Peter, I knew there was a way to do it, just had my head stuck on that idea!
  8. I have an object that I'd like to use an FFD modifier on to have it open and close (the shape is basically an umbrella) When I try to wire the FFD to the slider I get this error: "Unable to convert (1.1.1) to type: Float." I understand this is because you can't wire two different types of controllers to each other, my question is, does anyone have any other ideas how I can control the opening/closing without manually animating the control points on the FFD? Any help is appreciated. S
  9. You're going to love this...It was a geometry problem, but NOT where I expected it. I had started to suspect this bridge that I recently modeled because it was one of the newest parts of the scene. However, after ripping the file to shreds, it was the stupid PEOPLE ON the bridge that were the issue. I haven't nailed down if it's texture/pathing (proxies) or a combination, but thanks a lot for wasting 6+ precious hours of my life you stupid models! haha...Thanks for your quick replies, it's nice to have others to bounce things off of when you're seemingly going crazy.
  10. And now I'm going to eat my words. Rendered same file locally @ 500 x 250, then tried at 1000 x 500 (my final render needs to be 4500) and it appears to have crapped out. Seems to get stuck. So perhaps it IS a geometry issue. This is awful. What did I do to deserve this lol?!
  11. And to add another chapter to this wonderful saga, if I open the file "locally" on one of the render boxes, it renders just as it should without issues. WTF?!!!?!!! lol - so it's NOT the file, it's NOT max. No it's def not a memory issue. This project is heavy but a relative lightweight compared to some of the other ones I've been rendering without issue. I'm seriously wondering if I forgot to install the hotfix/service packs. Doing it right now just to make sure.
  12. LOL! Beauty. All 3 of those options have crossed my mind within the past 20 minutes or so! If time wasn't such a tight squeeze, I'd just render them on one box and be done with it, but @ a couple hours a pop x 10 images it gets ugly in a hurry. See if I can't stay up all night and have some fun fixing this garbage! Thanks for the help. If anyone else has ideas, throw them out there!!
  13. Sorry, I didn't chose my words wisely. No ghosting problems @ all. I'm getting errors when I try to render my scene over the network. I just did a test. Opened a scene I'm working on that has (and hasn't) caused trouble. Tried rendering straight up locally. No problem. Tried sending the job to JUST my desktop box (not a render box) renders no problem. Send it to JUST one of the render boxes, BOOM! Error! "Task error: An unexpected error has occurred in the network rendering and it is terminating" So it's not a problem with max or my file. There's something effed with Backburner is my guess at this point! Ideas? I need to stop screwing with trouble shooting and need to keep working lol. FAR too much work and not enough time (and my wife is due with my second son literally any day now!)
  14. I have a sneaking suspicion part of this is being caused by faulty geo. But what doesn't add up, is that it's more than one file, and more than one project that aren't even close to related. Which makes me think it's more than just file related. I'll check for service packs, I was pretty sure I grabbed the most up to date as all of the computers are only a month old. Eesh! And touching on the faulty geometry, It's a MASSIVE pain to merge stuff in until/if I find the culprit for 2 reasons, deadline and there are SO many objects in the scene. I know how to systematically merge in similar objects etc until I find the troublemaker, I just REALLY don't want to do it lol!
  15. Hey Tony, Nope, starting completely fresh in an attempt to get rid of any bad ghosts lol. Start max, merge in save selected items, save as brand new file (still has the same naming convention, just an incremented version). I thought this was an issue because my files started in 08, but it's happening to all of my files not just one. And I've done the same remerge etc trick over and over. It's a bloody waste of time, a large head ache and there's got to be a reason!
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