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Messages - Jpjapers

Pages: 1 ... 94 95 [96] 97 98 ... 111
1426
[Max] Resolved Bugs / Re: Light leaks on intersecting edges
« on: 2016-11-05, 10:36:41 »
Note:
(you can skip intro;)
Precision problems (errors) are more common than majority knows or even thinks about. In our line of work those are architects & archviz artists. Many practicing some crazy-mixed scaling, XS or XL units and coordinating projects all over but around center. Then when they are told about usual answer follows: "Everyone is working like this. We haven't had any problems." Yes, for making few images, printing paper plans & few posters this is more than OK. Now do the earthquake, fire, lighting, emission simulations...
In short why there's a professional need for double precision, ECC memory... especially for financial & science computing (simulations of reality), where such mistakes can't be tolerated.

What some of us do, is simulating light to arouse emotions with the artistic style in mind. We're caught somewhere in between design, film, games, engineering, science, medicine, magic, cooking, hunting, gathering, philosophy and art.
No joke :D

So bare in mind as one of the basic principal in rendering/CGI - Optimum:

Coordinate the scene in minimal space possible with center of gravity in, or close to origin (0,0,0).

+ Makes the scene render faster, orient easier, coordinate better, prevents bugs (precision errors)... ;)

Ive been saying exactly this for about 2 years in my current job but because theres never been problems before they were reluctant to change. when i pointed out that by working in mm and using the default accuracy you are asking max to calculate to about 10 billionths of a mm depending on scene scale and to put that into perspective an atom is alot bigger than that, they started to come round to my way of thinking.
We have ECC memory in all of our workstations but the problem is most of the time the CAD planners will move their design around in cad space and then when it comes into Max its nowhere near the old design in Max space so it becomes a constant struggle to realign stuff. Such a pain in the ass!

Thankfully ive managed to get the team to come round to my way of thinking and finally switch to more useable units.

1428
Ive also noted the same problem with the material editor in 1.5.1 with lots of network textures.

1429
[Max] Resolved Bugs / Re: Light leaks on intersecting edges
« on: 2016-11-04, 16:34:38 »
Yeah ive spoken to autodesk this week about the units stuff and we are going to change to cm as a team because when youre dealing with 50,000 square foot spaces and using mm it creates some weiiiiiiiiiird problems! Thanks for the help!

1430
[Max] Resolved Bugs / Re: Light leaks on intersecting edges
« on: 2016-11-04, 14:40:03 »
Moved close to scene origin and no light leaks. I assume its something to do with accuracy at large distances from the origin. Do you still want the file?
Thanks :)

1431
[Max] Resolved Bugs / Re: Light leaks on intersecting edges
« on: 2016-11-04, 14:08:21 »
Is the scene far away from scene origin? (e.g. 500km from point 0,0,0)
What are your scene units and system units?

Scene and system units are set to mm which has caused issues before. It was pretty far from the scene origin yes. Ill move it and re render and let you know whats going on and ill upload the scene once its rendered so you can have a poke around anyway

1432
[Max] Resolved Bugs / Light leaks on intersecting edges
« on: 2016-11-04, 12:48:32 »
There was a thread about this a few weeks back but i cant find it anywhere.
Im getting light leaks on intersecting edges when rendering.
Its definitely a corona problem because it doesnt happen with ART.
I know you guys were looking at it but couldnt replicate. I can upload the scene if necessary.

Thanks
Jack

1433
Tools do not a craftsman make...

Just because you have a renderer doesnt mean you dont need a solid chunk of expertise in photography, modelling, material creation, Post production, composition and above all, design. All of these things culminate in the quality of Bertrands images. its not just as simple as doing a 4 hour pluralsight course or reading a book. Tear down his scenes and look at the detail he puts in, the materials and how they are made etc.

1434
To learn his methods, you need to look at his scenes. thats the simplest way.
One single image is no good ground to base your entire skillset on.
You should also look at learning photography. Bertrands renders are typically very nicely composed. that helps alot.
But really, look at his scenes and see how he has done what he has done.

1435
Take a look at the boundary blog aswell.

http://www.the-boundary.com/blog/

Peter and Henry do some fantastic tutorials and you can purchase their scenes too. Those two guys, Bertrand and Alex Roman are pretty much the reason im in 3d for a career and its great that they share their knowledge so readily

1436
I believe you can purchase some of his scenes and tear them apart. Its a great way to learn by example. You can see lighting setups, material graphs camera settings etc and them implement them in your own projects and see how they work. Thats probably the best way you can learn. Bertrand also has a blog where he gives tips and tricks i believe.

1437
No problem. Its always good to see the exposure. Im a complete ambassador for it. Preaching its benefits to everyone haha

1438
Its not even a link anymore its an actual straight import. Ive had no problems so far with it. Max is much snappier than it usually is with FBX or revit links and the materials come in alot better with much better naming.

1439
Great ! thanks a lot for sharing this :)

No problem, let me know how you get on :)

1440
Ive added a download link in the first post. Its pretty simple :)

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