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maxmontana

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  1. Thank you all very much for your input. I totally agree with your point that on a dayshot you woun`t see that much of an interior of a supermarket. The Problem ist, that the client want`s to have the supermarket illustrated just like on the image I atteched with the oroiginal post. For shop fronts we generelly can get away pretty good with photos of these, es we multiply/mix them with rendering, add the reflection pass, etc. I hoped t omanage this also on the supemarked, but I guess we will have to do the interior in 3d.
  2. Hi, we are doing an image of a building where a supermarket is in the base floor. The whole base floor has a glass facade, like on the attached rendering. In this rendering the interior of the supermarket was done in 3d. We are looking for an iamge to simulate the interior of the supermarket in post. All we found so far is not unsefull for us. I would be thankful to get some tips where I can get an Image which is useful for our purpose. Thanks
  3. Thanks for your reply, ​​​​​​​ The solution for this problem is: Changing from adaptive lights to full lights evaluation produced correct results. @ Franciso: The images show the finally rendered passes. The correct passes show homogene results, as these passes should look like. Best Regards, Max
  4. Hi there, I face annoying artefacts in the shadow passes (Vray shadows, Vray matte shadow) of my actual project. The beauty pass and all other passes are fine. This happens only on the interior renderings, where we work on an Non LWF Workflow (Reinhard color mapping) In the exteriors, where we work on LWF, we do not face this problems. Can the problem be connected with the Color mapping? Attached you find the passes and the rendersettings. We work with 3ds Max 2016 / Vray 3.50.04 Thanks
  5. Hi, I am doing renderings for a 360° Panorama tour of a flat, like this one: https://pics.picmyplace.eu/presentations/project-P6-cFzfaxG4fdbm6QAAMODbToMQoqMvY/start.html Now we have to make drone photos to generate 360° photo panoramas of them, for the backgrounds on the balcony panoramas. My Question is: Can someone tell me how we can adjust the DSLR on the drone to generate a 360° photopanorama that fits as good as possible as a background in our rendered panorama? For Example: Does someone know which focal distance is used when I generate a 360? pano in 3DsMax/Vray(Render Settigs/Vray-Tab/Camera/Overrride...360) I am thankful for all kind of advices what we have to look at, to match the 2 panormas. Thanks, Max
  6. Hello, i post a problem which i face for a long time yet. I work in linear workflow for about 7 years but never could manage the folowing problem: When i save a EXR file of a Rendering by the VFB aufter the Rendering is finished i get the EXR as i suppose it. It has the same "look" in terms of brightness and contrast as the Rendering in the VFB and the beauty pass i save in JPG Format. When i save the EXR by "Vray raw image file" (which is necessary when i want to render some data over nicht with backburner) i get a result which is much darker than the Rendering in the VFB. Also gamma corrections with 2,2 or 04545 don`t bring the desired result. Thanks in advance! Max
  7. hi there, i think of joining a 1 mounth masterclass in the stateofart academy in venice. i am doing archviz professionaly for 8 years. i learned everything autodidactic, so i think getting through the whole prozess one time would make sense. my concernes are, that only basic knowledge of max is needed to join the masterclass. has anyone further informations about the masterclass, especially about the level of the classes? thank you
  8. all product updates are installed. why 2014 should work better with the kepler cards?
  9. thanks for the reply alan, in my case it's not a problem to show the map in the viewport. since ich changed the graficcard to a gtx680 with nitrous driver i had to change to 3dsmax2013 because the graficcard isn't supported by 3ds max 2012, which i used before. my old gtx 285 worked very well with 2012. problem is that i can see the map when i zoom in to an extrem near point(so that a box of 10x10 cm fills the whole viewport), but can't see the details of the map(which are the fuges of the curbstone) when i move a little bit further away! i think the best thing for me ist switch back to 2012 and buy an gtx580 which. unfort. i don't have enough money for a quattro. i am curious if anyone else out there on a gtx680 with a 3dsmax 2013 has the same problems. i am curios if anyone out there on a gtx 680 and a 3ds max 2013 figures out the same viewport problems.
  10. hi, i use sweep to generate curbstones of a road. generate mapping coord. is checked, and on map level i adjust the tiling of the map for the curbstones. now i changed computer and 3dsmax version at the same time (pc with gtx 680, 3dsmax 2013) and figure out a strange problem. first i thought the tilings of the map for the curbstones aren't visible in the viewports, until i zoomed in to a very near area of the curbs, to discover a very blurry tiling of the map. in the rendering everything is fine, its only a prolem in the viewport. when i adjust a uvw map mod. the tiles are visisble very clear from every distance.(but i cant use uvw map mod. for my winding curbstones) is this a problem of my graficcard or of 3ds max 2013 or am i missing something? thanks!
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