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Messages - Tweekazoid

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16
[Max] General Discussion / noise IBL vs Corona lights
« on: 2014-06-05, 17:13:54 »
can anyone tell my why there is this big difference in performance between IBL and Corona lights?

When using same number of passes, the IBL approach is noticably more noisy.

17
General CG Discussion / Re: Fire
« on: 2014-06-03, 03:34:39 »
i could not helped myselve



it's not fire per say, but itteration the motion blur / particle age, in this case it color by AO and lot of boxes (had fun writting the sript for the boxes thou)

rendering is magic in the end, isn't it :D

18
General CG Discussion / Re: Fire
« on: 2014-06-02, 20:08:55 »
particles , wind turbulence , particle color by age ... few fire sparks and lots of motion blur

19
[Max] I need help! / Re: Saving bauty
« on: 2014-05-31, 15:52:03 »
I also don't know why, but try to save render pass
cs-shading - component

this way you will have at least one "beauty pass"

I had this problem also when saving the main image to .hdr   ... but .png seamed fine .. so try changing format

20
yes it is refractive

21
I don't think this is a bug, but still should be noted as a potencial one.
 
displacement using render reslotion is calculated only by "visible by camera". And that's mostly fine, but in some special cases like pic. below not.

if I could suggest something. It would be overhead control on displacement.  ie. when using screen size, having the ability to control how much more will be tessellated by render camera in degrees

so rendering with camera set to 40°, overhead 15°   = final tessallation 70° from direction of rendering camera (view)

using world space tessalation works, but for a price of tessalating all the geometry in the scene

22
ok, I figured it out in the end.

it was caused by two things:
1) fallof map on opacity (distance from camera)
2) not enough tessaleted geometry (had to get under 5m per poly in this scene)

23
[Max] Resolved Bugs / pixel aspect ratio not working
« on: 2014-05-16, 18:07:07 »
pixel aspect ratio in rendering rollout does not work

work around is half sphere with clean refraction scaled on axis based on desired aspect ratio. and changing fov on camera (aspect ratio 2 -> 1/2 of fov)

24
[Max] Resolved Feature Requests / PIXEL ASPECT RATIO
« on: 2014-05-16, 17:58:44 »
PIXEL ASPECT RATIO
just that, nothing to add here, maybe just maybe being able to set it up on each camera separately

25
every time i submited scene to render farm, few frames were rendered incorectly.

after wasting lot of time and money, I come to a conclusion that in scenes that are big (exterior visualisations) there can not be polygons that are too big or render node will somehow skip them.
every time 5 frames and each node was rendering by 5 frames. so it could be just some other problem
could be caused possibly also by fallof map with camera distance and huge numbers

another thing is inconsistent lighting

I got different results using my pc as oppose to render farm... few textures were brighter



could be caused possibly also by fallof map with camera distance



26
unfortunately, rebus render farm does not support progressive, so in that case our only option are buckets which sucks

27
[Max] Tutorials & Guides / Re: Volumetric Lights trick
« on: 2014-05-04, 22:50:58 »
cca 20 minutes, yeah i think I had about 4 GI/aa. so that could be better

28
[Max] Tutorials & Guides / Re: Volumetric Lights trick
« on: 2014-05-04, 16:01:56 »


522 passes ... neat trick but not really that useful.
and get this work for animation is impossible

29
[Max] Feature Requests / Re: The most wanted feature?
« on: 2014-05-04, 02:13:13 »
will be "render to texture" feature also in final build 1.0 ? (if) or some work around ?

30
I just have to....

makeing the picture look s***ier is not the way to go

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