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Messages - Sam75

Pages: 1 [2] 3 4 ... 11
16
[Max] General Discussion / Re: lighting in closed interior
« on: 2014-01-14, 19:33:04 »
Keymaster, we have "light samples multiplier" for lights, would it be possible to add an option to control samples multiplier for materials emitting light ?

17
[Max] General Discussion / Re: lighting in closed interior
« on: 2014-01-14, 19:30:35 »
I tried your scene and there is room for optimization, you can gain some render time/noise by flipping your lights down. Why force them to bounce on the ceiling ? It's not even realistic.

i checked my scene, and all my light are down.
please take a look again.

They are oriented upward

This is what I get after 2 hours when oriented downward

http://imageshack.com/a/img34/8482/o9xt.png

18
[Max] General Discussion / Re: highlight specu
« on: 2014-01-14, 07:29:25 »
Have you tried to reduce "max sample intensity" ?

19
[Max] General Discussion / Re: lighting in closed interior
« on: 2014-01-14, 07:26:08 »
I tried your scene and there is room for optimization, you can gain some render time/noise by flipping your lights down. Why force them to bounce on the ceiling ? It's not even realistic.

20
[Max] General Discussion / Re: lighting in closed interior
« on: 2014-01-11, 09:20:53 »
Have you tried with a light material directly on the neons ?

21
News / Re: Interactive rendering early prototype
« on: 2013-09-01, 21:16:13 »
Great addition.

22
[Max] General Discussion / Re: hdri question
« on: 2013-08-23, 21:34:17 »
I am using a vrayHDRI map it gives you more options and it works fine with corona. I would prefer a coronaHDRI though...

23
Work in Progress/Tests / Re: Houses
« on: 2013-08-14, 19:51:25 »
Yes Hdri + corona sun

24
Work in Progress/Tests / Houses
« on: 2013-08-14, 15:26:52 »
A project I am working on (architecture + renders)

Any advice is welcome.

25
If the trees have strong highlights under HDRI sunlight then they would have exactly the same highlights in real world. It is not a bug, the problem is that people tend to make materials a LOT more reflective than they are in real world, so there's your problem ;)

Matching real world reflection and glossiness of an average leaf material will do the trick for you. If you for any reason need leaves to look like glass, such as in your case, then you can alternative duplicate your bitmap, open the HDR/EXR map with only 16 or 8 bit depth...  and then put the bitmap opened at lower bit depth into reflection environment override slot.

The difference with reality is the pixel scale. I will try to render it at a much bigger res to verify that.

26
Yes they have reflection

27
I am able to get nice shadows but then we have a problem with fireflies, workaround with corona sun is to hide it from reflection but what can we do for hdri ?

Can't we have an option to clamp the hdri for reflection only ?

28
News / Re: Interactive rendering
« on: 2013-08-06, 11:03:09 »
Without news about it for a long time I was wondering if it what even still on the list.

We don't have much use of the standalone version but having this in 3dsmax is a precious tool.

29
News / Re: Interactive rendering
« on: 2013-08-06, 10:44:54 »
Are we going to see interactive rendering implemented to 3dsmax anytime soon ?

30
[Max] General Discussion / Re: About proxies
« on: 2013-07-28, 23:21:02 »
Ok so we can say that if one's graphic card allows it, he should stick to instances.

Thanks

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