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Messages - wilbertvandenbroek

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1
Gallery / Re: Lighthouse
« on: 2023-05-10, 09:52:39 »
Great render, looks photo-realistic.

2
Hi Romullus, thanks for the very fast reply. This indeed solves the problem, thanks man.
I do see when pushing the values really far the artifacts that happen when working in the incorrect way.

3
Hi all,

I'm running into a weird problem with Max and Photoshop. Some background info, we are trying to import Browzwears VStitcher models in 3ds max. All textures are baked and exported as png's except for the displacement which are 16 bit Tiff files.
We see that the exported displacement maps have very little visible displacement, almost invisible to see. When I open them in Photoshop and really crank up the levels we get a decent map to use in Max. So far so good.

I would like to do the same in Max as Photoshop in order to save the hassle of converting all displacements. Setting the corona displacement modifier to a higher number doesn't work here because it blows up the entire model. I tried many different color correction nodes, LUT's exported from Photoshop, curves you name it and each time the resulting map is different from what Photoshop does. There seems to be a different way in handling the color correction in Max.

I have attached some images to make things clear, also the original displacement map to see for yourself.

4
Interesting solution Romullus. I'm going to look into it. We also now are trying to see if we can recognize the closest underlying object and then match the materials.

5
Hi Tom thanks for the reply, unfortunately the incoming mesh has a specific unwrap uv's per material, so adding the normals to each material would result in the map being stretched across the entire fabric instead of just on the small mesh strip that has the correct uv's to display the puckering.

6
Hi guys, I'm having trouble fixing something in translation from Clo to 3ds max. In Clo you have something called Puckering. You can see it in the attached screenshot. It works as a normal map without any diffuse or whatsoever. With one puckering texture I can add it to 3 different garment patches and it works. The materials seem to sort of overlay the normal in Clo.

In max however I don't have this option. As you can see in the render and the slate editor, the puckering is separate material in the multi/sub-object using a white diffuse. I need this to match the color of the object beneath it. The first thing that comes to mind is plugging the multi sub-object in a blend shader but that isn't supported. I tried different options with blending of maps, but because I want to automate this setup in the future I really need this one normal to apply to the whole underlying object.

If anyone could point me in the right direction that would be great. Thanks.

7
Gallery / Re: caught on camera
« on: 2023-01-11, 11:33:52 »
Thanks for you fast reply ;-)

8
Gallery / Re: container house
« on: 2022-02-25, 10:03:22 »
Amazing work, your forest assets look really good. What did you use?

9
Gallery / Re: NM-Lab System
« on: 2021-10-07, 10:51:03 »
Ha indeed maybe not clear from the start what the product actually is but it is presented in a really cool design.

10
Gallery / Re: Veter
« on: 2021-09-13, 13:57:11 »
I was expecting shoe lace renders :-) Veter means shoe lace in Dutch. Still not disappointed, cool renders and a nice art direction.

11
Gallery / Re: Bentley Continental GT - Italian ancient road
« on: 2021-09-13, 13:55:00 »
Stunning work mate.

12
Gallery / Re: UK MUSEUM
« on: 2021-09-06, 11:04:42 »
Nice composition and lighting. Good job.

13
Gallery / Re: Somewhere in Italy
« on: 2021-09-06, 10:30:08 »
Awesome work and very nice that you get your inspiration from the old paintings.

14
Gallery / Re: ///Gestalta_05 - The Explorer
« on: 2021-08-13, 09:03:59 »
Nice to see the timelapse. Good job.

15
Gallery / Re: 3D concepts Posters
« on: 2021-07-21, 11:10:19 »
Awesome work mate, saw this a while ago and thought this would fit perfectly in my workplace at home. Are they for sale?

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