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Messages - dj_buckley

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1
[Max] Bug Reporting / Re: Displacement problem
« on: 2022-01-18, 13:57:11 »
I've highlighted this before and will highlight again.  Removing the old displacement was a terrible move.  It fixed a lot of problems with displacement that are evidently still there, like the one highlighted in this thread.  Subdivision is not the answer.  It's ugly, messy and adds uneccessary geometry to heavy scenes.  It looks horrendous on clay wire renders too, and they're used all the time for previz in a lot of arch Viz workflows.  Currently displacement only works on ultra clean meshes, terribly subdivided meshes, or meshes so dense that you can't see the problem.  Its madness to me that the old method was removed - because it worked.  Simple as that.  Now it's gone, you can't fix these current issues without workarounds.  That's a step backwards, not forwards

2
[Max] I need help! / Re: Find displacement materials
« on: 2022-01-13, 12:11:54 »
Sini Software have a free plugin, Forensic, that will scan the scene and then gives you the option to put all materials with displacement to the material editor.  I can't remember off hand, but it might also let you select all objects with a displace modifier too

3
Can you try it without the 'Adaptive Light Solver' ticked?

4
[Max] I need help! / Saturation affects Exposure????
« on: 2021-12-21, 22:39:26 »
Lowering the saturation in VFB appears to affect overall image brightness - is this normal?  You can test it just by having the curves window open while you make the change - the whole histogram shifts to the right when I lower the saturation

5
[Max] I need help! / Getting a Bitmap Error during IR
« on: 2021-12-10, 10:48:39 »
I'm getting this error

"Render had to be aborted because a bitmap on disk changed and is being reloaded. Continuing the render could cause crash or undefined behavior. Bitmap name is: XXXX"

Interestingly it's while I'm using IR - but the helpdesk article states "This message is never displayed when using interactive rendering (in such case the rendering will be automatically restarted instead)."

The render doesn't restart though.  Also the texture in question isn't being edited elsewhere, it's just sat on my hard drive

6
[Max] I need help! / Re: Identifying this kind of aesthetic
« on: 2021-12-08, 11:45:00 »
No disrespect to the work you've posted, but, in my opinion, they're not a patch on the work of MIR.

In my opinion 'overcast' is the easy solution, it's much easier to balance an image in terms of contrast, colour etc when there are no harsh direct lighting/shadows.

There's a reason why MIR themselves have said in the past, "Only a creative mind and a trained eye can make a really good sunny plaza rendering of a typical mixed-use building. There is nothing more to it than that."

7
[Max] I need help! / Re: Fur scale problem
« on: 2021-12-06, 12:23:10 »

8
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2021-12-04, 11:24:25 »
They're in this thread - the 5DS one I have is attached

9
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2021-12-03, 10:27:34 »
I've learned *A LOT* from Dubcat, so no offense, but I feel like my encounter with his Photographic LUTs early on while learning Corona Renderer, really led me astray. The 5D Mark 1 and 5DS LUTs produce a much more natural look, which is probably a better starting point when pursuing an un-edited photographic look.

Yep, it's the 5DS one I've been testing actually not the Mark 1.  If you're albedos stay within the stricter ranges, it produces a really nice starting point.

10
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2021-12-02, 21:05:30 »
Thank you Piotrus.

I like Reinhard2VrayAMPAS, which seems to be very similar to Dubcat's Cannon 5D Mark I.

In my opinion Reinhard2FstormDefaults is way too saturated.

Couldn't agree more, Reinhard2VRayAMPAS is the one I keep going back too, it's almost perfect.  Even the 5D one you mention I find just that little bit too saturated and contrasty.

Edit: Ignore that bit about the 5D one, I was getting mixed up.  Yes they're both incredibly similar.  The 5D one has a little more punch to it

11
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2021-12-02, 20:03:00 »
Awesome, is this the same as the hardcoded LUT that FStorm uses as a base?

12
[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2021-12-02, 10:41:56 »
desaturation might be a bit heavy but let me know how this one works for you. HC+lut.

This is exactly what I've been looking for so thank you.

13
Hardware / Would this RAM be Compatible
« on: 2021-11-27, 18:28:48 »
I'm an absolute technical novice when it comes to anything inside the PC Case.

I'm wondering if this RAM - https://www.scan.co.uk/products/128gb-4x32gb-corsair-ddr4-vengeance-lpx-black-pc4-25600-3200-non-ecc-unbuffered-cas-16-20-20-38-xmp

Would be compatible with an Asus Rog Strix X299 E-Gaming? - the details for which are in the attached screenshot

14
[Max] I need help! / Re: Sketchup to 3DS Max workflow
« on: 2021-11-18, 14:58:03 »
This goes back to what I was saying in your other thread John.  SketchUp and the likes just fall to pieces when you try and add details in Max like chamfers.  Random verts, unwelded verts etc, basically anything that isn't a box tends to crumble.

15
Honestly and from experience, I refuse to work with anyone else models other than my own - unless it's only being used for distant context.  In my workflow, architects models are used only for previz and that's only if I don't have time to remodel it from scratch first.

Of course the time taken to remodel a building from scratch is factored into the initial quote.

Far too many times, architects say "we already have a model" in the hopes of getting the cost down, and it ends up taking you longer to fix their model, than it would have taken to just model it from scratch.

And you can never really foresee problems with architects models, things may look fine on the surface, but then when you get into the details they become a nightmare to work with, but by that point it's too late to go back to the client and say "actually we need to model it from scratch, that'll be an extra £XXXX".  There are just too many possible problems, smoothing issues, displacement not working, holes in the mesh, items with different materials attached together, simple innacurracies, missing details, geometry clashes, coplanar faces, single faced glass etc etc etc, and some of these your don't realise until you come to render it.

So to answer the question, I simply do just model everything from scratch, to save a lot of headaches further down the line.  Although it can feel a bit mundane, it can save you a tonne of time elsewhere, things like materials and scene management/organization etc.

Paying me to model the buildings from scratch isn't optional on a quote.  If they insist on me using their model, then I insist on the cost going up for 'troubleshooting and cleanup'.  And if you're being paid for it and you've priced for it properly, then the time taken to do it shouldn't be a problem.

There's also the added benefit of getting a much better understanding of the building and the relevant spaces when you model it from scratch.

I find SketchUp is the worst, Revit is ok - both are heavily dependant on whoever built them, and anything that you can't import natively i.e. Vectorworks isn't even worth considering.

So always cost and schedule time for modeling from scratch, and if it transpires that the architects model is excellent, problem free and usable, then win win, you just made some extra profit and got yourself a more relaxed schedule.

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