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johnharrison

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  1. Hello, I am to place out a few thousand doorsigns in 3ds max. You see I'm making a hospital and all the signs on the doors have a name, a number and a technical name. I believe solving this by using the text-game objects in Unity will make the game unable to run, so the brute force method would be to do it manually in 3ds max, with a plane cut with several polys unwrapped for each number/letter combination, but it's a job that's probably going to take me a few weeks. Therefore.. anyone got any scrips/plugins or thoughts/workflow methods to make this job a bit less like a nightmare?
  2. No luck, Mr. Nitesh, but thank you for your advice. It seems I'm getting the exact same results with your method as with the MTLWrapper-method. This "bug" must've happened to other people aswell. It's so weird. And frustrating!
  3. Hi, Corey. I will try to re-explain; the shadow matte seems to be set up correctly already with -1 alpha contribution, as you mention. The problem is that it only works when I DON'T render from behind the glass. When I render from my camera setup inside the apartment, you look through the living room windows, onto the exterior and onto the shadow matte, but the shadow matte isnt displayed right... In attachment image 1 you see its working fine, but in image 2 you see the shadow matte from behind a window and that's where it's not working. (completely solid white in alpha channel) I know a solution would be to hide the glass and do a separate render, but there has to be a logical solution to this... If anyone need any screenshots of anything, just let me know. I've already tried setting the glass material's refractive channel to "affect all", but that didnt work..
  4. Hello! Im trying to do an interior archviz shot with a part of the exterior showing through the living room windows, but the shadow matte that Ive set up isn't being affected by the shadows when its behind the living room windows or to rephrase, its not visible in the alpha channel, which it should be. When I do arender outside the glass everything seems to be in order (see uploaded images). Does anyone have any ideas what Im doing wrong? It seems unlikely that this isnt in some way supported, right?
  5. I could but apart from believing it actually wouldn't make a difference, I need the files to be JPG in order for my online portfolio to not screw up the image quality. My CMS called ImageVueX will play nice with JPG-files.
  6. Hi, let me clarify, I doubt this has anything to do with my render application settings, this is strictly saving out a jpg image from my finished post-production in PS. I don't work on JPGs. The raw format is 16 bit tiffs and I save the whole project as a .psd.
  7. Hi, I have finished post-production in PS on a render, but when I save it as a jpeg for my portfolio, the jpg artifacts are extremely strong. There was also a color corruption on the image, but I've managed to get rid of that by saving as either "Internet Standard RGB" or "Use Document Profile" as preview. Ill illustrate my problems by uploading a comparison. The left image shows the saved jpg with artifacts. There seems to be more "noise/contrast" especially in the color of the bed and the blacks are also darker, twisting the whole look of the final image. Any thoughts? I guess it has something to do with color setup/proof setup in PS but I've tried googling and Im no wiser yet so I thought I'd try here.
  8. I'm wondering, Ismael, if it could be as easy as the blowout is the result of the hdri hotspot (sun) coming in from the left of the windows, abit left of the camera's direction, and blowing out the white of the wall, which in turn spreads GI all over the nearby wall. Eh, I'll draw something.
  9. 3ds max 2010 compatible http://www.filedropper.com/projectgalloway652010 There you go, let me know if you have any questions. Tex and project files. http://www.filedropper.com/projectgallowaytextures
  10. Ugh, I'm sorry Ismael. I could always save it as a 2010 compatible file, but my vray version is 2.30.02, which I guess wouldnt work with your 1.5 version?
  11. Good idea, Ismael! I had a look at GI Id's, and had a render test with the wall's GI ID set to 1 instead of 0, but no change. Here it is! 3ds Max 2012 with vray 2.30.02 http://www.filedropper.com/projectgalloway65
  12. No attempt of any "portal lights". This issue is really annoying, guys!
  13. The first image is the whole scene with a grey standard vray material override, but without the glass in the window. The second is with a plane covering some of the window, but you can see something happening there aswell, just not as intense. :/
  14. I've now not only tried to cover all potential light leaks with planes, but also added shell modifier to the objects in that area. No luck. :/
  15. Yessir. I tried Brute Force as primary and both primary and secondary to be sure. Still there.
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