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Messages - lmikkelb

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31
[Max] General Discussion / Re: REBUS RenderFarm
« on: 2015-02-27, 19:59:19 »
done.

32
[Max] General Discussion / Re: REBUS RenderFarm
« on: 2015-02-27, 18:58:07 »
preparing Corona Render. did this get resolved?

33
How is this going along? will 1.0 be working today? really tight on time :)

34
Gallery / Re: Some objects
« on: 2015-02-26, 23:01:14 »
Nice work!
 
Im not 100% totally sure , but I think maru was pointing at the edge artifacts you get when using post dof based on zdepth pass. And i agree, that artifact is ugly :P. but you do gain faster render times and noise free dof:D  To solve it you can render higher res image and downscale ,(do not use AA on zdepth pass) or just use corona dof which will look nicer in the long run:D   

35
[Max] General Discussion / Re: REBUS RenderFarm
« on: 2015-02-15, 17:11:47 »
smooth !

36
[Max] General Discussion / Re: REBUS RenderFarm
« on: 2015-02-13, 14:59:23 »
How will rebusfarm work with FairSaaS, will it update each month or?

37
Mixed scattering, depth and diffuse with tiny noise. 

38
cool :), Just remember to use Path Tracing in secondary solver to remove the flicker, You could also add motion blur and a tine dof effect to add more contrast/depth. good luck 

39
Gallery / Re: Antique Tripod Lamp
« on: 2015-01-06, 11:48:36 »
Really nice materials and model . Is it possible for you to do a render of this lamp as the main lightsource(only), in som kind of room?:)Great work man .

40
Gallery / Re: Simple Wall Project
« on: 2014-11-11, 19:52:15 »
like your taste in music.:)  maybe it could have some more variation in the reflection map , nice renders.

41
Cool idea maybe you can use the spherical camera in stereo, or maybe its possible to make a Oculus camera. found this on SolidAngle https://support.solidangle.com/display/mayatut/Creating+an+Oculus+Rift+Camera+Node

42
[Max] General Discussion / Re: CML Website is ONLINE! Enjoy.
« on: 2014-08-11, 14:11:54 »
What if we could download multiply materials at once, or some kind of button where you could access all the materials uploaded to CML directly in max. that would be faster :D 

43
Gallery / Re: last weeks quick commercial work:)
« on: 2014-08-11, 12:11:51 »
thanks cgdigi!  will try to share the animation later. right now i dont have any time to do a nice presentation like the image link, if  I do more food in the future will try to keep that in mind.

44
Gallery / last weeks quick commercial work:)
« on: 2014-08-11, 10:26:16 »
Hey just wanted to share some stills from a job i did last week, nothing fancy;)4 days of work,  used rebus farm, and the ability to sett max pass and max renderpoints(cost) workes great so far. Renderd in progressive mode. the magazine rendered 300 passes and the wrap was 150 passes max per frame. I did have some issues with displacment on the vegetables in the wrap , it was made from just a plane with material displacment and translucency + shell and flex modifier.( didn`t have time to model it:) and the displacment had some kind of popping effect. I Managed to fix this in post, but i had no idea why it was happening, if anyone know pleas tell:D

thanks again for a awesome renderer.

45
planet of the apes Koba Wip, will try to finish this.:D kind of agree with Bigguns idea on multiple scattering levels, same with reflections, but i have no idea how komplicated it would be to implement:D,anyways the sss is cool,super fast ,and i guess its possible to do decent skin with this , will do some more test. thank you!  :D

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