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forsgren

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  1. Hi! reset xform doesnt seem to work, good idea though!
  2. Hi Everyone Im working on a pipeline which involves a lot of moving scene back and forth between different plattforms, to finally be rendered with vray standalone. With all this moving comes rescaling the scene from millimiters to meters. This is done with the commands - units.SystemType = #meters - rescaleWorldUnits 0.001 Everything works fine, except for vray materials which has translucency on them. Their specular color changes drastically and no matte how much I tweak the thickness/fogbias/fog system unit scaling I cant bring the amount of translucency back. In fact ; past a certain point of scaling there seem to that the thickness/fogbias sliders start loosing effect. I can for example put the thickness down to 1 mm , or 100000 mm and the effect is the same. Have any of you had this problem, and if so: How did you solve it? Am I looking at the wrong parameters?
  3. Hi everybody, I'm working on a pipe back and forth between 3ds max / other 3d platforms, and on to Vray Standalone for rendering. In order for the conversion from 3ds max to work well, I need to change the units setup, and rescale he entire scene using the maxscript command rescaleWorldUnits. This command works exactly like "Rescale world units" utility. The Problem lies with what it does with translucent vraymaterials. Say that I scale down the scene by a factor of 0.01. The translucency effect breaks, and even if I take the original thickness multiplied by 0.01, it doesnt change anything. the material does not seem to react at all no matter what number I input. Now, if I skip the rescaling and just change the units, it all works perfectly. Is there some hidden (or embarrassingly obvious) parameter I need to change in order for this to work?
  4. Hi Everyone, I'm currently doing some RND for a couple of upcoming projects, basically its a bunch of exterior renders of various houses/vistas and whatnot. Most of these house will have wood-panel-walls, and I thought "Great, lets use displacement!", and the tests i have done have worked out pretty nicely, eeeeexcept around the holes around whats going to be the windows/doors. As you can see from the rather crude test-render i cobbled up just now, the border around the hole gets displaced as well as the rest of the geometry, leaving nasty holes where the "panels" should cap off. I would much rather that they behaved like the displacement that I've circled blue. I totally get why the displacement is behaving this way, in any other situation I would have been confounded if it had not. And yes, there are workarounds that are perfectly doable, adding/extruding geometries around these holes or even just masking out the holes with a separete texture map. But for various reasons I would prefer a solution that didn't involved to much manual tinkering with the geometry, or additional maps. Is this a lost cause or is there some magical button/ modifier/ whatever?
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