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D C

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  1. We work on large buildings, skycrapers with tons of glass! Often I'm not happy how well glass turns out in the render using correct material setup. We generally do high noon sunny day exteriors, sat within a park public realm area and the client would like to show this area receving lots of sunlight. This causes issues with glass on tall glassy buildings as this time of day such as the elevations on the facade not in direct light look too dark due to sun contrast. I'm honestly just thinking I photoshop all of my glass instead now with 2d imagery in post so I have full control of it, and then I can fake it in and lighten things up a bit. The problem with this being it takes more time and may not produce ideal results by the end of it all. How are you guy approaching glass on large projects?
  2. The Revit file must be saved out seperatley from the main file, then that file must be purged, and then exported. It has something to do with historial changes to the revit model not being picked up at point of export.
  3. So we usually ask for Revit fbx exports so we can link them into max by category/material. But more often than not, when linked into max the geometry shifts from it's correct position. This happens on pretty much every job and we have to manually correct the model. A complete waste of time and energy. The geometry looks correct in Revit, so I don't understand what's going on here. Using the normal, import -> fbx brings through the geo correctly, but in thousands of objects which requires manually attaching them together. Slow and cumbersome. Does anyone else have such issues? I've spoken to Autodesk, and they confirm 'linking' an fbx causes this issue. I can't be alone in encountering this. How is everyone else dealing with this bug? w
  4. Thanks for this! Instead of copying the asphalt texture across the template in PS order to fill it (and thus reducing the quality of it via down scaling it), I left my asphalt texture/material to max on Map Channel 1. I then created a series of unwrap templates for the road markings and dirt/grunge on map channels 2 & 3 respectively with necessary masks. This was all combined into a blend material and hey presto, its looking much better. The result is what I'm after, is the above process what you were alluding to?
  5. Yeah I tried that, reducing the size of the asphalt texture even within a smart object makes it loose quality.
  6. Hello all I'm attempting to create an unwrapped road texture. My asphalt texture is 6000px and my unwrapped template is 10000px. In order to correctly scale the asphalt texture I'm having to reduce the size of the image when its copied into the template in PS. My asphalt texture is super sharp, but when reducing the size it becomes very blury. I understand some image quality will be lost when reducing the size but upon render its pretty terrible. I've tried re sampling the image via bubonic reduction, but it doesn't help. Is there a best practice when creating a road texture like this? I should mention my texture and road template are at 300DPI. I've also tried a few AA settings and its not helping. Any advice greatly appreciated!
  7. We are working with a large Revit file at the moment that links through into max as project north, rather than survey north. We need to have correct sun positioning in the visuals so as things stand, we are unable to achieve this if the Revit model is coming through orientated incorrectly. I have rotated the model in the view port to the correct true north orientation, but when updating the link I am having issues with geometry scattering across the scene. Any one have experience with this issue? I notice that Lumion->Revit import allows you to choose which axis system to use upon import, but no such option in Max2016 (Bizzare!) Cheers
  8. I'm unable to get bump working, displacement is fine but this particular scene is utilizing too much memory and crashing out. Having looked online, I have come across a work around (for corona) but I still can't seem to get it working. It has something to do with the way bercontiles uses colour 1&2 in the vray material bump slot. Has anyone had any experience with this issue?
  9. Try resetting the xform on the geometry? or Are you walls all separate objects from one another? If so try attaching them together and then applying the UVW map modifier.
  10. Ok thanks. So, for example, I tend to notice glosiness maps being lighter and less contrasting than say a reflection map. If I was to say have a, metallic reflection map, how do you define the difference using levels betweenthat and and a glosiness map? How different should it look??
  11. I've seen many different techniques creating such maps, and my impression is, is that there isn't any specific methodology in making them? I've always used white and blacks, but as I learn more greys are important too. What should each map look like? In terms of white's, greys and blacks?
  12. He'll do this on daytime visuals?
  13. I've had issues with sketchup files in the past. Specifically elements such as glass, frames for example importing into max attached together as one object. It is often down to the way they were modeled and organized. After looking into it on numerous occasions, I've found it has something to do with components in Sketchup, and how they interact with max upon import. Architects tend to copy, paste (using components) and leave files a general mess just to get the job done, they also often separate elements by sketchup material. I now politely ask they organize elements into a layering system (nothing on 0 layer) and everything now imports correctly. Sure there are still the splines to delete on import though
  14. We always stick to reputable sources, Peter Guthrie/Vizpeople. From what I understand these are high quality after extensive research. I don't suppose you have used either of these suppliers in your workflow? If not I would be interested in hearing those that you do.
  15. We haven't considered using HDRI's for the background placed into the environment slot before. I'm assuming this is to keep the scene and its environment as close to fully rendered as possible? Placing 2d skies in Photoshop can sometimes produce less than ideal results! I've noticed the vast majority of daytime renders are actually late afternoon to early evening shots. More shadows and contrast at that time of day! The problem with this on our end is that we generally deal with large residential tower block schemes. Any daytime plaza/public realm scene is therefore in shadow at these times of day, this means we are looking to use HDRI's that provide as much sunlight into the space as possible, 11AM-4PM but then this doesn't provide contrast as there is less shadow.
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