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Messages - Benny

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1
Is there any thinking going forward for us using both Vray and Corona? I have the Vray Premium so I'm already paying for Phoenix and Scans and just need Corona, ideally in that bundle.

Also, who sees a value in getting versions for bot 3ds Max and Cinema 4D? I can see people using different renderers (like I am) but using different modeling tools?

2
Gallery / Re: House for architects and artists
« on: 2019-04-06, 19:23:34 »
To be honest I think the car and environment looks really good, but the house on the first pic is so flat it looks like one big texture.

3
[C4D] General Discussion / Re: Material packs for C4D
« on: 2019-03-08, 23:59:49 »
That makes sense, however I wonder how most materials will be created a few years down the line. It would seem that tools such as Substance and Quixel are more suited to create complex materials.

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[C4D] General Discussion / Re: Material packs for C4D
« on: 2019-03-08, 21:06:14 »
Is the sbs material format proprietary? It kind of seems as if the industry is starting to move in that direction. I saw that Evermotion released an Arch materials package, all based on Substance materials. Wouldn't that automatically make it cross platform?

5
About this Forum / Re: Forum search filter?
« on: 2019-02-24, 21:27:11 »
Yes, but I'm more thinking of the 'Show unread posts since last visit' button, which is the way I typically check what is going on.

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About this Forum / Re: Forum search filter?
« on: 2019-02-24, 00:34:07 »
No offense, but is there a way to filter away for example everything related to Cinema 4D? I'm sure there are useful tidbits in it for everyone now and then, but I've found that 99% is just noise to me and these users seems very active.

7
General CG Discussion / Re: best mouse for 3ds MAX
« on: 2019-02-15, 17:42:46 »
It's steep but my carpal tunnel was becoming severe which kinda surprised me as I am barely 30 years old :- ). If I want to keep using PC this is little investment to save my health.

I've found that carpal tunnel seems to be more related to the height of your work surface than the actual grip. Never tried a vertical mouse, but some others, and in the end I came to the conclusion that I held my mouse to high up so now I have a little ledge in front of the screen that holds both the keyboard and the mouse, which made a dramatic difference.

8
Work in Progress/Tests / Re: romullus wips
« on: 2018-12-03, 00:01:39 »
Nice!

I'm also trying to organize my materials better, but got a bit put off by the awkward preview rendering setup. Since the Connecter people live by selling models I can understand that they aren't that interested in putting a lot of efforts in improving the material part. Still, it would be great to have all resources under one interface. Also like that this isn't a plugin for Max but can be worked in independently.

So looking at your folders, you have a 3ds Max and a models-scenes, what is the difference between these? I also notice that you have a Textures folder but not a Materials, where do you logically place these?

You should totally sell this library!

9
General CG Discussion / Re: Lumion 8- A Game Changer??
« on: 2018-11-14, 17:54:14 »
@Benny  Exactly. It offers the option of getting something good enough for presentation and marketing tbh.

@romullus  The price tag is quite high though. They might reduce it if sales are good and it gets used more. UE4 lightmaps though is quite a bottle neck especially coming from offline renderers.

I personally believe there isn't such a thing as a perfect or hyper realistic renderer. There are limitations but if you understand the fundamentals of how to create a good render, the end result would always be high quality and photorealistic regardless of what renderer is used. Of course, certain features a renderer has plays a good role in making the results happen. Sometimes, you can fake certain features like reflections, ao and the results come off looking nice as well.

I'm occasionally following this guy who makes tutorials here (one oncer), and he is now moonlighting into a new version of Lumion. Besides that rain drop effect probably getting old very quick, one has to agree that this quality is beyond conceptual use. I would really like to know how long time this took to render, but my guess would be a lot quicker than I could do it.




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[Max] Feature Requests / Re: The most wanted feature?
« on: 2018-11-03, 02:04:19 »
I agree, that's a given that will skew the results

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I want to use it with materials as well, but find the whole preview thumbnail process so messy that I aborted that part. It was awkward to set up the studio scene, especially in terms of material scale. But then again, I may just have done it wrong, that portion isn't really documented.

12
Gallery / Re: Lake Of Love
« on: 2018-09-30, 22:53:28 »
Wireframe or we don't believe you!  :)

Love the light and mood.

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Work in Progress/Tests / Re: romullus's wips
« on: 2018-09-23, 19:25:44 »
Well to begin with the lighting around the area around the grille and down to the wet dirt looks incredible. Are you somehow obstructing a large size light combined with an hydro to get that softness? That chrome material gives it almost a toy car effect that really stands out as well. What resolution did you render this?

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Work in Progress/Tests / Re: romullus's wips
« on: 2018-09-23, 08:05:30 »
Jeez man, mind blown. Something about the light and material on that car is just wonderful.

A making of video would be equally wonderful. ;> 

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[Max] Feature Requests / Re: The most wanted feature?
« on: 2018-09-19, 20:21:03 »
That is another topic. There is not a single renderer on the market that sucessfully switched from CPU to GPU rendering. There are probably some reasons behind this. One might be that you not be able to get full feature set of a CPU renderer on GPU. At this point I think it would then make more sense to remove the same features from CPU version than keep 2 renderers with 2 separate feature lists. And I think most people would still not like it...

People do seem very excited about the approach Blender is taking with Eevee though. Using a realtime GPU viewport renderer for IPR, which then often is good enough, with the option to do an offline render in their Cycles. The differences between the IPR and final render are outweighed by the relatively high quality of the viewport.

Being a non-programmer I actually can't understand why Chaos isn't taking a similar approach with Vray GPU, i.e. a viewport version. But perhaps Turing will allow that.

Blender seems to have lots of users...

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