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Messages - moalfaraj

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1
[Max] I need help! / Sharp pixels at light emitter edges
« on: 2022-01-10, 07:10:26 »
Hi everyone,

I need to fix something in my renders, I have noticed it happens often for a long time but now it's time I want to figure out what is it. it happens often with hidden light strips or window edges, check attachments, please


Thanks!

2
[Max] I need help! / seamless materials
« on: 2020-03-14, 19:14:48 »
Hello everyone,

I've been using 3Ds Max and Corona for a while now and I want to start making my materials, however, I don't know where to find seamless materials, is there any specific sites for these materials?


Thanks

3
[Max] I need help! / Re: Color correction + light balance
« on: 2020-01-26, 10:15:06 »
Most probably the difference in walls depending on the viewing angle comes from their reflectivity. Removing reflectivity completely might help, but obviously would also change the appearance of those materials.
How a surface gets its "color" is quite complicated - you have to take GI, reflections, lights, other objects into account.
If you would like to negate the coloring coming from an HDRI, you can desaturate it.



yeah the color is satin. i'll remove the reflection and see if i get better results. in the meantime, you are welcome to check the scene and if you can give me some tips on how to improve it. i'm trying to improve the quality of renders and the scenes i am doing at work are pretty complex for me, so i'm trying to figure out the best way to light a scene.

Thanks for the scene moalfaraj some things to consider:

- I've noticed you are using a lot of light-select elements for light mix, did you try going one by one to see if there is a correlation with your reported issue?

- Please make sure the scale of your triplanarmap is correctly set for your scene, big scale numbers will result to strange shading artifacts due to the size of the original bitmap.

-Try collapsing all instanced modifiers of your walls and try please to fix the non-smoothed facets, you can either apply a smooth modifier or try auto-welding with very small distance threshold.

- Lastly if possible remove any missing plugins/scripts/anim.layers/garbagecollection/ from your scene, also delete or remove the deactivated vraylights from your light-select elements.

Try the above and please let me know if it helped or not.


i'm not familiar withe triplanar mapping, i will look for it online, but if you happen to know a good tutorial do please share.
i also removed the reflection node and reduced the diffuse from 1 to 0.85, and i did get better results.
Thank you! really appreciate it

4
[Max] I need help! / Re: Color correction + light balance
« on: 2020-01-22, 08:21:06 »
Most probably the difference in walls depending on the viewing angle comes from their reflectivity. Removing reflectivity completely might help, but obviously would also change the appearance of those materials.
How a surface gets its "color" is quite complicated - you have to take GI, reflections, lights, other objects into account.
If you would like to negate the coloring coming from an HDRI, you can desaturate it.



yeah the color is satin. i'll remove the reflection and see if i get better results. in the meantime, you are welcome to check the scene and if you can give me some tips on how to improve it. i'm trying to improve the quality of renders and the scenes i am doing at work are pretty complex for me, so i'm trying to figure out the best way to light a scene.

5
[Max] I need help! / Re: Color correction + light balance
« on: 2020-01-22, 08:14:49 »
I've uploaded the scene, it's named (Abdulrasool Al Nahash_INT)


Thanks!

6
[Max] I need help! / Re: Color correction + light balance
« on: 2020-01-20, 13:34:02 »
yes, i am referring to the walls but also how to do color correction in max in general. i've attached the node structure, its taken from a corona preset material and been modified to get this color.

7
[Max] I need help! / Color correction + light balance
« on: 2020-01-19, 12:59:55 »
Hello Everyone,

I've been using Corona for a couple of months now and i'm facing an issue that i don't know how to fix. i've noticed that there's a difference in color in different angles. for example i would apply a single wall paint color but i noticed it looks different from angle to angle. is there a color correction function built-in 3DS Max to fix this? also i noticed the lighting is not balanced. is there a way to balance the outside lighting with the outside lighting? i'm using HDRI as a lighting technique. i've attached some images for you to see


Thanks!

8
[Max] I need help! / Re: Batch render/interactive lightmix
« on: 2019-11-12, 11:57:52 »
i save them to a local folder on my PC. i leave it to batch render overnight and come back to it the next morning. i'll try your method and i'll let you know. meanwhile, if you have any other suggestions please feel free

9
[Max] I need help! / Batch render/interactive lightmix
« on: 2019-11-10, 09:26:34 »
Hello Everyone,

i've been using batch render for a while and i do use lightmix and it works perfectly, however when 3ds max saves the images i want to render it also saves images of the independent light mix elements. so at the end i end up with the photos i wanted to render a thousand others that i do not want and they are useless they are mostly blacked out. i've attached a screenshot. any tips and help would be appreciated.



Thanks!

10
[Max] I need help! / Re: Wall texture distortion render
« on: 2019-11-05, 13:01:04 »
Always when importing or merging geometry/objects from CAD software or 3rd party provider it's good to check the status of your objects. For simple shapes an STL Check within 3ds max is a nice solution, but the problems won't end there since 3ds max Scaling can really affect the behavior of an object. Even the materials applied to it, with or without UV modifier. In this case it's good to Reset X-Form of an object and reset it's scaling values to it's current state.

I've tried the Xform reset as you said and it worked. it fixed the walls, i still have a some distortion at some part of the model on the exterior base floor, that's something i'm going to try and figure out, maybe adding some texture to it would fix it or just avoid that angle when setting the camera. Thanks for the tip, really appreciate it.

11
[Max] I need help! / Re: Wall texture distortion render
« on: 2019-11-05, 09:54:04 »
i think it's the geometry too. i'm building on this project from a visualizer i'm collaborating with. he drew the walls using a line and extruded. then he found out that he doubled the lines so he deleted the double geometry and now we have some walls that look like the texture had been ripped off. the whole model is one giant piece detailing the exterior and the interior even though it's an interior only project. it's a nightmare building the plan all over again, is gonna take a lot of time and we are on a deadline, so i'm just drawing planes on the distorted walls.

12
[Max] I need help! / Wall texture distortion render
« on: 2019-11-04, 13:02:30 »
Hello everyone,

 

I'm having a problem where the texture i'm using is getting distorted. and it's being distorted on some walls not all of them. anyone had this problem before? I've attached a pic

13
Hello Everyone,



i'm trying to use batch render for a while now but every time i do it gives me image i/o error message when its trying to save the image and it doesn't transition to the next render automatically. i have to click cancel and then it would start the next render. also, for some reason its trying to render an interactive lightmix element. i've attached screenshot of the problem.

14
[Max] I need help! / Re: Render Quality
« on: 2019-08-25, 11:15:57 »
Thanks romullus, i will try the corona material library

15
[Max] I need help! / Render Quality
« on: 2019-08-25, 10:45:26 »
Hello everyone,

i'm fairly new to 3D rendering. i'm using 3D Max with corona 4. i've gotten familiar with modeling and materials, however i'm aiming to get photo-realistic renders and i don't know how exactly i can achieve it. I've been trying with using HDRI + Corona sun and i am not satisfied with the result. I've read that material quality can affect how realistic your render is, but what makes a material high quality? is there a measurement unit to what constitutes a low and high quality material?

any tips and pointers would be appreciated.


thanks!

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