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Messages - Alexp

Pages: 1 ... 3 4 [5] 6 7 ... 11
61
The scrip works with "standard materials"? or only with vray and mental ...

62
[Max] Resolved Bugs / Re: Crash in interactive mode
« on: 2015-04-16, 13:03:34 »
note to self: File: dumpdata.zip

Yes, sorry, you are right ...

63
[Max] Resolved Bugs / Re: Crash in interactive mode
« on: 2015-04-16, 09:27:08 »
no, its a very simple scene. I think it after apply the extrude modif.
I add the max file inside the dump.zip

64
[Max] Resolved Bugs / Crash in interactive mode
« on: 2015-04-16, 05:33:31 »
If you want I can upload the minidump files. I dont have idea why it crash.

65
For me the support was exceptional. In 5 minutes all was ready. May be like mjview told its because hour diferences.
Dont be upset, as far I have seen the support and comunity here its so friendly and helpful.

Cheers

66
[Max] I need help! / Re: Corona Displacement
« on: 2015-03-26, 02:09:05 »
You're touching wrong buttons. Set displacement to screen size mode (value 2), max subdiv per poly set to 100. Now go to material and look for displacement group in basic options. Set max level to desired value and you're ready to go.

My results. I dont know.

67
[Max] I need help! / Re: Corona Displacement
« on: 2015-03-25, 17:15:49 »
Its welded and smoothed, and here you can see the disp_map I use

68
[Max] I need help! / Re: Corona Displacement
« on: 2015-03-25, 16:48:07 »
For complex models it's the same principle. You can add support edges by hand or automatically subdivide surface by adding modifiers like tesselate, subdivide, meshsmooth. Although complex models usually has more dense geometry from the start.

I can not understand how it works, at all ...

69
[Max] I need help! / Re: Corona Displacement
« on: 2015-03-25, 16:01:39 »
for boxes are ok, but for complex models?

70
Work in Progress/Tests / Re: day and night test
« on: 2015-03-25, 02:28:58 »
It's much better. I like it :)

Only thing I can't figure out... How do you make the pond disappear in the day times?

I need to decide with or without pond ..., the image are in "working process".

71
Work in Progress/Tests / Re: day and night test
« on: 2015-03-24, 21:17:52 »
That's it, with your settings. I think its much better.

Cheers


72
Gallery / Re: Pepsi - The Voice Brazil
« on: 2015-03-24, 21:14:02 »
very nice work. I love the second one.

73
Work in Progress/Tests / Re: day and night test
« on: 2015-03-20, 17:41:47 »
Why do you need that shadow pass?

Its only to know for what reason it looks dirty.

Thanks Maru, I'd try with 32 GI vs. AA and 10 Light Samples Multiplier
What? :D I hope "10 Light Samples Multiplier" is a typo as I suggested to lower it. :)

Sorry, its my fault. 32 GI, 1,5 LSM, 20 MSI, That's right XD

74
Work in Progress/Tests / Re: day and night test
« on: 2015-03-20, 17:31:15 »
I think you should try 32 GI and 1,5 LSM instead. This way you'll have more indirect samples but the same amount of direct samples.

I will try too, Thanks.

And for the shadow_pass dirty??

75
Work in Progress/Tests / Re: day and night test
« on: 2015-03-20, 17:25:45 »
Direct pass is dependent on light samples multiplier.
Indirect pass - on GI vs. AA balance.

So if you want to improve the quality of indirect lighting within given amount of passes - you should increase GI vs. AA balance.

You can also try decreasing Light Samples Multiplier (but not much, I would say not less than 1) and see if the quality of direct lighting is visibly worse. It should make the rendering slightly faster.

Thanks Maru, I'd try with 32 GI vs. AA and 10 Light Samples Multiplier

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