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Messages - dzintas

Pages: 1 [2] 3
16
[Max] I need help! / Re: How to remove dots
« on: 2019-05-10, 11:55:15 »
This looks heavily denoised, with just few passes. Try resenting settings, upping resolution a bit and rendering again for a bit longer.

17
I already hear Dubcat somewhere, screaming in my mind for suggesting this, but here it goes.

There was a guy, at my local forum, who uses handheld scanner for most of his textures. Maybe that's worth looking into?
You won't get great color accuracy and most likely will need to stitch texture files later, and who knows what other plethora of problems this could introduce.
But handheld scanners don't cost that much, and this could work.

18
Show us example of what you're dealing with.

19
Usually this happens when you uncheck "visible in refractions" checkbox.

20
Thanks guys, yes I was referring to system units.

Interesting. Well I might suggest we have a go at at least upping to CMs and give it a try going forward. I can see metres getting a bit frustrating, with a lot of 0.01 sort of measurements going in for me but CMs shouldnt need as many decimal points.

There is few ways to deal with that. You can always stick to mm in display units. That way you wont need to type everything with decimals, other way is to just specify units at the end of the measurement. If you're using meters for example and typing 2500mm for a box height you will get end result of a 2.5meters. I mostly use this to convert imperial measurements to metric.   

21
I would recommend using centimeters or even meters for bigger projects. For me, mostly working with interiors centimeters works great.
Millimeters only useful from small scale models.


22
[Max] I need help! / Re: Can you make macro for this?
« on: 2019-04-05, 09:34:12 »
Or use lightmix.

23
[C4D] Feature Requests / Re: Texture link mapping/Merging
« on: 2019-03-22, 16:07:17 »
If you're swapping models between different computers it's normal behavior. Usually they come with asset paths from original creators computer, so most of the time you have to go change asset paths.
I don't know of a good way to avoid this, but one way to make things easier is to use relink bitmaps plugin.

24
Have you tried using layered materials? It will be slower then self illumination, but you will be able to control light color in lightmix.

25
[Max] I need help! / Re: Distributed Rendering: noise?
« on: 2019-03-16, 17:14:04 »
4x E7-4870 40 Cores @ 2.4G  :)

Damn that's 80 threads. With stuff like this I miss vray with it's buckets, just to see all of them happily bouncing around the render :D

26
[Max] I need help! / Re: Distributed Rendering: noise?
« on: 2019-03-14, 12:59:19 »
In theme of continuing OT.
Can you specify the cpu's you have in that server?

27
oh yes, It has this error message but how do I fix them?

I'm sure these errors isn't the cause of your problem. But to fix these find offending CoronaNormal map and check "Add Gamma To Input".

Your real problem is translucency fraction, it's set to 1.0 which is way to high. For plants at max use something at 0.3 value.

EDIT: I'm late as usual

28
General CG Discussion / Re: Sketchup to max?
« on: 2019-03-06, 17:03:37 »
Did you try to use cleanup3 and solid inspector2 extensions in sketchup, before importing model into max?

It helped me a lot many times. Still you won't get perfectly editable model sketchup topology is just to bad for that. 

29
Gallery / Re: NORDIC Animation
« on: 2019-02-07, 16:57:05 »
I love the story-driven part of this (with the cat, the falling ornament, then following the rolling ornament), as it was nice to see something that added story rather than a pure fly-through - interesting how engaging that makes it, at least for me. One rendering error there, somehow a Marshall amp showed up rather than a Fender amp ;)

For me it's opposite, up to the point where cat shows up it's great. The disparity of quality between the cat and whole scene is just to big. So it kind of pulls away from the experience. Still idea is nice and little bit of work on animation would fix that.

30
Gallery / Re: Redisign of a building in Zaube (Latvia)
« on: 2019-01-25, 09:00:00 »
Nice, great mood. But stone wall is way to flat, especially around the corners areas. I'm guessing you're using normal map on it, but weak or ne displacement at all. Try playing around with displacement, even derivative map from diffuse could improve the look, or you could go extra mile and model/ sculpt the wall from scratch. 

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