Recent Posts

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[C4D] I need help! / Re: Displacement map rendered jagged
« Last post by Nejc Kilar on Yesterday at 11:22:18 »
It's just an 8 bit images im using as displacement map.

I would dare say that is the culprit. 8 bits are typically to be avoided for displacement - they may work depending on the bitmap and what you are trying to do with it but more often than not they'll produce artifacting and one of the most common ones are jagged straight lines.

I'd really suggest looking into 16 bit or 32 bit displacement maps. If you created it on your own then I think it would be best if you'd recreate it from scratch but in 16 or 32 bit mode.
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Gallery / Re: Santal
« Last post by fletcherjclay on Yesterday at 11:15:26 »
Wow, this is very cool.
Great framing, great light and great edits. Love all the details - flying embers… holy shhhh.
The day to night time-lapse looks amazing too (except one “darkish blinky” frame in the middle)

I think your animation has perfect pacing. A lot of archviz animations tend to hold shots a bit too long…
Ok, maybe cut the Porsche magic light show a bit and show us a Gecko hunting instead?
I assume the car is there to give us a little break from architecture, but you know what they say about rich people and their cars… yep, no room for malibus.
 
Have you been to Tarifa? It feels like the windiest place on earth. Maybe a nod in this direction would have been cool…

Sorry for rambling… I think you guys are great and should do this 3D thing professionally!!!

Thanks for the kind words Jojo! I really tried to keep the animation fast pace and with some more dynamic camera movements than the usual slow pans. I'm a car guy so any excuse to focus on a CGI car I'm happy! Never been to Tarifa but would love to go now after finishing this project.
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[C4D] I need help! / Re: Corona Shadow Catcher for interior
« Last post by CambridgeCreative on Yesterday at 10:43:15 »
Have you thought about applying the background photo onto your CGI model of the room using a corona material with frontal projection? If the camera is setup so your CGI model matches the room in the photo, and you recreate light placements as in the photo, i can only imagine you will get a decent result. I tend to only use shadow catcher materials on ground planes for product visualisations on white backgrounds or where I know the shadows won't cast onto walls and furniture in a room.
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Hi Benjamin,

I think that none of this solutions is what I'm looking for. I don't need to separate gems from the silver bracelet. I need to render gems only because I need to generate bloom and glare only on them.
Since I couldn't spend lot of time on this I did it by exporting an alembic with all the objects separated, I was able to do the trick but it was a little messy in terms of file management.
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I am also checking on this. It is crucial to get info on whether dual CPU systems will be better optimized or not.
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We had great experience with: https://www.vrtourviewer.com

Supports tours from krPano and Pano2VR.
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[C4D] Feature Requests / Re: Support for AMD GPU Denoiser ?
« Last post by tuami on Yesterday at 08:54:26 »
No developments on this front at the moment. We plan to revisit denoising and do a general overhaul (but not for 12) of everything, including UI, so we'd look into the generalization of the Intel denoiser then.

sounds good :) thanks for the clarification
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I wasn't aware of the capability to read subdirectories. Thank you all.

However, I do find one aspect of the archive feature cumbersome: sometimes, after archiving, not all assets are collected, resulting in missing ones. There are no Missing Paths, and I use assets from three different drives: C, D, and network drives. Are there any precautions I should be aware of? I sometimes struggle with issues related to assets not being archived.
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Gallery / Sorry, We're closed (analog machiatto)
« Last post by tresde on Yesterday at 02:50:06 »
Interior lighting personal study. Scene and models by iuliiakizi
Max+ Chaos Corona +Ps
Full set of images here https://www.behance.net/gallery/198915891/Sorry-Were-closed-(analog-machiatto)
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Hi,

A 3ds Max scene automatically "reads" its current directory and all the sub-directories. There is no need to repath assets if they are placed in this way.

If you want the asset tracker to show the exact path of the asset, you can right click and set path to absolute.
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