Jump to content

Fun with shaders and composite test


Tron
 Share

Recommended Posts

1299731764.jpg

Studio/Institution: personal work
Genre: Other
Software: 3DS Max 2011 Design - Mental Ray
Description:

Lately, I've been working on some high poly models and wanted a better/faster method for cranking out some quick shots and have landed on this combo of dark purple wire and a light yellow matte material to set up views and check my meshes so I dont miss any flipped normals. I've also been using this setup for creating prints that I can sketch on.

Link to comment
Share on other sites

Here's another. trying to get the lighting right. I have a photographic reference that I'll eventually scan and post. More materials comming soon.

 

P.S. all done on a laptop... who says MR's slow?

 

[ATTACH=CONFIG]41808[/ATTACH]

pencil.png

Edited by Tron
Link to comment
Share on other sites

Another update. I'm having some issues with the a&d shader. Those white speckels are back. I think I have to up my samples on the sky portals. Still have lots to work on. Any suggestions?

 

 

 

[ATTACH=CONFIG]41836[/ATTACH]

Link to comment
Share on other sites

Hi,

I like the comp.

For the first img, how do you comp the matte shader and the wire? In post?

 

For the last image, it could be better to see the background image through the window upstairs.

Concerning the speckles issue, perhaps you can raise the reflections glossy samples.

Link to comment
Share on other sites

Thanks for the reply Stephane. I'm using the composite material with a yellowish matte a+d shader as my base and a purple standard shader (check the wire parameter to make the mesh look).

 

To try to solve the white speckles issue I have already:

 

1 - increased the glossy samples on the a+d shader

2 - taken my frame buffer from 32 to 16

3 - made all of my lights invisible to render

4 - blurred my horizon line

 

any other suggestions?

Link to comment
Share on other sites

Can you post a screenshot of your indirect illumination render tab?

 

What are you approx render time for the last img? (dual core, quad core ?)

 

I'm currently on my work computer so I can't get you a screen shot untill I get home to the laptop, but the settings are simple:

 

1 - no GI

 

2 - fg set to medium default with 3 diffuse bounces

 

3 - trace depth: 6

 

4 - max reflect: 4

 

5 - max refract: 4

 

Tom: I've been doing some research and I think you are right about cranking the portals to 256. Many memebers on this forum have solved similar issues with this solution. Trying that as soon as I get home.

 

Also, Its painstakingly slow to render when I start applying complex materials to the scene. Good thing I'm getting a beast workstation speced out this week.. if anyone has suggestions for building a dedicated render machine please advise. Currently I'm using a 4-year old Dell XPS (core 2-dual 2.5ish w/ 4gigs of ram / 32 bit / nvidia gtx go 7*** series I think.. can't really remember specifics, but its slow compared to my work computer and actually most workstations today).

Edited by Tron
Link to comment
Share on other sites

  • 2 weeks later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...