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Sauger

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  1. If use DFGI from 4.8 branch the fps more then doubles at epic settings compared to VXGI, so for outdoor it seems faster, not tested with landscape/trees yet though. Looks better then LPV too.
  2. I´ve not had time to test that yet, hopefully next VXGI branch will improve on reflections/refractions and if lucky give us 2 GI bounces. Was surprised it worked with a large outdoor scene like this, with hundreds of large buildings/streets.
  3. Just tested VXGI with a large model (2.7million verts), and 200+ materials in one asset, and detailed collision (complex as simple sollution). Fps is not to bad considered no LOD´s/culling at all, straight from import, and only ticked VXGI on the materials.
  4. If can afford the Ultimate version of Building Suite you can assemble the roads/intersections/existing structures etc in Infraworks, and new buildings/structures in Revit/Inventor, then render/animate in Max. Inventor got some new features in 2015, that are great for free form curved shapes, and the 2D sketching is less rigid. This also gives you many export/exchange formats if needed, and if you need to document details later the tools are there, and data in the models. I made a series of conceptual buildings once, but was never supposed to do any details or coordinated CD´s, but then suddenly I was asked. Since not curvy I had done everything in Revit, so I managed to finish them all on time with some goodwill from clients. Later part of the video takes a look at the freeform tools, but first part is useful too, since sketching with constraints can be stressful to put it mildly:)
  5. I just started some testing of automatic UV-mapping in 4.5 preview, and 350 000 verts worked fine in 1 object, but it seem to depend on what size objects you export/mix in one group, since other models have failed even at sub 100 000 verts.
  6. Have you tried to export as DWG solids, just to test if it´s the FBX settings? I get very clean models(for game engines) using DWG, done many tests, same building done in MAX only differ 0-20% in vertices. You need to sometimes tweak the import settings if curved geometry (ellipses are not ideal). Suite workflow also can be set up to get very nice models to MAX, but I prefer DWG since not need any textures, or materials.
  7. You can chamfer the imported model if rightclick on it, then select edge mode, then select desired edges right click chamfer. I suppose you should rightclick and convert to editable poly first though. Strange that the chamfers disappear, I use the "round corner" sketchup plugin a lot since it imports fine to Max with same vertices amount as Max chamfer.
  8. Depends on the operations you do, when use suite workflow, update active session simple edits seem to work fine, but others will break the geometry if dramatic. You can outline/extrude a wall, then put a window in it in Revit, the modded wall in max will update with a angled cut for the window etc, test it with basic stuff first.
  9. A edit poly/mesh modifier should work.
  10. Forestpack works great if choose standard material in the library browser, and then use the Octane material converter most plants should work fine with some adjustments.
  11. There is also Octane Render addon for Revit out soon, with geometry proxies and instancing, and support for Archivision RPC planned. I use the Max plugin, but if the Revit addon works as claimed it will be very useful.
  12. I said if! use a "GPU render", both MR and Vray have GPU render.
  13. The 4gb is the difference of being able to render a large scene at all on a GPU render, the boost clock speed will perhaps gain you a couple of % faster renderspeed. It even matters in games if play at highres with multi monitors.
  14. Why not go for the 4gb GTX 670? If ever want to use a GPU render, the extra vram will be worth gold on complex scenes. In my local shop the price difference is minor.
  15. I would not buy 2x680 even if it was half the price, different strokes for different folks
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