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marcelo fernandes

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  1. Well, that settles it, then. I already have the computer up and running and everything is going pretty well with the 1070, so for the time being, I am very happy. The processor is working very well. It's not overclocked, I have a regular noctua cooler and never went past 70 degrees. It's certainly not worth it to spend the extra money on the graphics card. I have no intention on doing GPU rendering, so all is well. Thank you for your reply
  2. Hey zdravko., thank you for your reply. Indeed I am using v-ray, forgot to mention that. That vram argument makes a lot of sense to me. Maybe I should get a used 1080ti as you said and leave my 1070 in the old computer in order to sell it whole. Cheers!
  3. First of all, I would like to apologize if this is a repeated thread, I made a quick search on the forum and didn't get this question. So, I am assembling a new workstation and am wondering if it's worth it to upgrade my graphics card, considering I do exclusively CPU rendering. I am upgrading from an i7-6800k (6 core) to a Ryzen9 5950x (16 core). As you can see from the humble specs of my system, I am all about optimization. My workflow relies heavily on Forest pack and my scenes are always very light and full of proxies. My actual 32gb RAM and GTX1070 have proven to be enough, even for highly complex scenes. Sure, sometimes the viewport can be a bit slow, hence my question: Would, say, a 3070RTX dramatically improve viewport speed or would I be better off saving that money? Does anyone know any benchmarks done to 3ds max viewport or something similar? Thank you!
  4. Maybe you've solved it already, but I guess the auto-exposure and auto-white-balance could be related to it? Or also the Adaptative dome light. Auto-exposure and white-balance are very cool, but they don't let you do region renders unless you just bake them to a physical camera. I have been using VRay next for a while now and it really seems like they are playing catch up with the competition, just addind new features on top of the others and making everything chaotic. For example, it's not possible to use viewport IPR and ColorMapping+Gamma. It's all those small things that are making me consider more and more gicing Corona a shot
  5. I fixed the libraries problem. Just opened in max.16, apllied all the materials to boxes and saved the file as max.14 . then, i just imported the 2014maxfiles and converted them to matlibs again. Just took me half an hour, but it was really boring. heheeheheheh
  6. There is only one problem now. Does anyone know how to convert my material libraries back to 2014? Jesus, how must everything be so complicated?
  7. Hey. I Just dialed everything back to 2014. Things are working perfectly. I don't believe that the working 3d model should be the same we use for the renders. In sketchup i always work with a very light and basic model that can be changed quickly and it just updates to max easily, where i put all the cars, people, vegetation and furniture with forest pack. I believe this is the most productive workflow. In my business, my clients know that i will develop their project while preparing the renders, so both are done at the same time... And without exception, they always want to change something after I hit the render button, so no way I will take risks and just IMPORT things. Thank you for your feddback guys and if someone has any news about this fbx issue, just let me know.
  8. Thank you, Francisco. Actually I want to link the files, not just import them. My sketchup file is a work model and all the heavy duty work is made in max. The clients are always changing the projects, so I cannot afford to import it 5 times a day.
  9. Hey, Scott. Thanks. It's good to know about these bugs. I won't even bother with it 2016 anymore. There were a just a couple of advantages (for me at least) that 2016 had over 2014. -it loaded the material editor and material libraries a lot faster -it had FINALLY group layer like rhino (although i was very excited about it, i kind of never used it at the end of the day ehehehe), but at the expense of a more complicated user interface, i think. As i do most of the modelling in other programs, whichever new features were cool, i wouldn't even know how to use them Now, i have just reinstalled all my plugins and everything on a fresh 2014 installation and... fingers crossed! Already, it has come up with a problem: My material libraries (vray) that were been used by 2016 all these weeks now aren't recognized by 2014. AAAAAAAHHHHHHHHHHH!!!!!!!!!!!!!! I know max files don't have backwards compatibility and i had to leave 2016 installed to save my libraries and stuff *.2014 along the way, but for the matlibs, there is no way i can SAVE AS _ legacy format. @SCOTT, as for the layer names i realized that if you export in .3ds it cuts the layer names after 4 or 5 letters and applies a _0001 after it (eg: _b_facade_glass = _b_fac0001), but if you export to .dwg it exports the whole name of the layers. Cheers guys and good work!!!!
  10. hey Francisco. Thank you for your answer. When importing Rhino models, i manage to link DWG directly and it works like a charm. With Sketchup models, though, the history is different: What i want is to import every sketchup layer as a single object. I've tried all possible export*import combinations to no avail and that's where my SKP_DWG_FBX workflow comes from. So: -If i export SKP files directly to FBX, it will generate individual objects, meaning that when i add new geometry and update, i'll have to reapply the materials and modifiers to the new ones. that sucks :\ -Same story if i export SKP to DWG and link it in 3ds. I've tried all combinations of DWG import in Max and i can only end up with either multiple objects per layer or one single object per file, which is weird, because there is a LAYER option. When i chose this one, it just imports as a single object. -Of course i am assuming that whichever problem that affects FBX inks does not affect DWG links. Do you have any information on this? I hope i was clear with my problem and someone has the answer. Anyway, if not, i'll just have to go back to max 2014. That's life
  11. Ok, so this is the exact problem. PELASE HELLLPPPPPPPP!!!!!!!!!!!!!
  12. Hi, guys. I've recently upgraded to max 2016 and everything was going smoothly until this NIGHTMARE happened: My methodology is always the same. regardless of which software I or my clients modelled in, i usually turn it into .dwg and from there to .FBX. Then i link it in 3ds max and have endless joy by just pressing a button to update the model whithout loosing any of the materials and modifiers. I've been working like this for years. But since i installed 2016, it bugs bigtime. I still haven't found exactly when and why it happens, but i think that after i restart the computer or whatever, the fbx«s don't update anymore. What happends it that it only imports whichever NEW LAYERS where created since the last update and deletes everything else. I IS A NIGHTMARE!!!! I have my imports and exports well configured, i guess. can't see where the problem may be. Any ideas, guys? I have a lot of work and am really in need of some insight. Cheers!
  13. I think i have a similar problem. Every time i reorganize my toolbars its resets after 3ds restart. Whenever i press ok after inserting the buttons he says "can't write mouse". Also, when i turn off 3ds max it gives me an error saying it doesn't have access to some file or whatever. After a couple of weeks like this, i think it's something related to .NET install, since i installed max2014 offline and this bugged while installing. As soon as i have a little free time, ill reinstal max and see what happens. Do you think it might be the same problem for you?
  14. I actually use these extratex almost everytime in photoshop. I've made a small test now and you guys are completely right. -12.1s with all elements on -6.2s with all elements but the extratex ones -6.3s with elements off Problem solved. I will probably make a render preset to apply these textures in a second render with lower settings. Thank you guys
  15. Hey, Guys. First of all, let me excuse myself if this topic has already been brought up. I have had a couple days of freetime in between assignments. For 2 days i decided to improve my MaxStart file, where I added VraySun linked to HDRI rotation, all the nice viewport tweaks and also my most used render elements. After that, I saw my rendertimes go skyrocketing. I've been doing some quite specific jobs, so i always thought it was something related to a certain material or whatever. Now, starting a new assignment i am doing some very basic renders-in-white and i got it. I just made a quick are render of a part of my image and surprise, surprise. -render elements off: 8.5s -render elements on: 1m,30.6s This is huge and it's the first time i stop to think that render elements could have a dramatic impact on rendertimes. The vrayextratex ones are. Vraydirt Vraydirt + a texture on radius for dirty walls Vraydirt with invert normals activated the last two are bitmaps that i pass over the entire scene. I mostly work on realworld units so that i can use these last vrayextratex ellements to give more texture to the images in photoshop Does anyone know about the impact of each of the elements? Is it my vrayextratex ones? If there is not a study on this i will be more than happy to, once i have some free time, do it myself. I can tell you how much more each render takes with each extra element and share the results with you guys.
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