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Messages - wilbertvandenbroek

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241
What's your goal here? You can use batch render to setup multiple camera's with custom frame per camera. And there's a good batchCam renderscript on scriptspot.

242
[Max] I need help! / Re: Zdepth clipped
« on: 2019-09-23, 10:55:59 »
What is your goal for doing this? Helps me understand what solution you can use.If you render a 32bit zdepth there would be a lot of info right?

243
Gallery / Re: CENTER TUMMELPLATZ
« on: 2019-09-23, 10:45:08 »
Nice one, how did you create the rippling water effect?

244
Gallery / Re: Chair and Fabric
« on: 2019-09-20, 10:20:00 »
Nice details indeed, good job.

245
[Max] I need help! / Re: How to use a video file as texture?
« on: 2019-09-17, 14:17:32 »
just use a png or jpg sequence. Works every time and is smoother in playback

246
[Max] I need help! / Re: Rendering for configurator
« on: 2019-09-17, 14:14:26 »
Sounds to me like you need to render a lot of different images to get the result you want. We did a configurator where our programmers created a script to import the objects (obj) and assign correct materials and lighting per type, then automaticly kick of the render. A lot of work to setup, but in configurator land this is the way to go.
I think this kind of setups are to difficult to just give a few tips. Most is custom per project, at least at my company.

247
[Max] I need help! / Re: Maps not loading
« on: 2019-09-16, 15:03:46 »
http://www.scriptspot.com/3ds-max/scripts/relink-missing-files

I use the above script.

First relink the bitmaps to your new location. Then corona convert en after that select all and show in viewport.

248
[Max] I need help! / Re: Approximate Ram Load
« on: 2019-09-16, 15:01:00 »
Wouldn't two test renders solve that issue?

249
[Max] I need help! / Re: Megascans flickering materials
« on: 2019-09-05, 14:32:44 »
Thanks for the reply, I've attached a short crop of the problem without giving away to much of the project :-)
You can clearly see the roof and the scifi elements flickr madly.

I found that the scifi object had a missing texture on the network.

The roof however is fine. All texture are located on the network. The machines that render correct are my own workstation and
one of the interns systems (both Ryzen).
I deleted the roofs Fresnel IOR map and now the flickering stopped. Still a weird thing. All versions/plugins are the same.
I'll have a look at the gamma.

250
[Max] I need help! / Megascans flickering materials
« on: 2019-09-05, 10:50:13 »
Hi,

So we are currently producing a short animation in which we use a lot of megascans maps.
Great assets and easy to use with the current plugin, I love it.

However when looking at rendered animation sometimes shaders are flickering on and of.
I've pinpointed this to the Fresnel IOR map that megascans generates. How is this possible?

Perhaps the same issue occurs on our network with different cpu's (amd ryzen and intels)

When I delete  the IOR map it solves the problem.

Anybody else got this strange behaviour?

251
I've found the solution to both problems, one being a workaround.

Flickering water: different cpu's produce different results in reflection on my water shader. The solution is to lower the reflection from 1 to .85

Yellow objects flickering: missing corona bitmap textures. Yes, it was that basic. Still troublesome that corona material library points to local disk, for network rendering we made a duplicate folder in the network but something went wrong apparantly.

So for now I can move on in this project, hoping that different cpu's will produce similar results in the future.

252
Just uploaded WaterBug.zip to the private uploader.

253
We are rendering with a pass limmit.
As soon as I'm at work I will upload a scene for you.

254
So after a day of testing here are the results:

Rendering on a servergroup of Ryzens solved the water flickering. However the yellow objects still flicker and are caused by two workstations, one Ryzen 3900x and one 1700. See Waterbug_Ryzen in the attachement.

Rendering on all servers with a reflection glossiness of .85 instead of 1 sort of solved the flickering on the water shader. (see attached Waterbug_V02) The water looks slightly less appealing but at this point I'm happy with this result.

Still no solution for the flickering in the yellow objects.

All our systems run the same versions etc. no difference there.


255
Well if I render it locally on my own workstation no problems occur. Every frame is the same.
However this is not a fix because my workstation alone can't render the entire sequence. It would take to long before the deadline.

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