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Messages - wilbertvandenbroek

Pages: 1 2 3 [4] 5 6 ... 29
46
Gallery / Re: 2PIERS
« on: 2021-06-04, 10:44:14 »
Very cool, how did you came up with this idea? Any examples?

47
Gallery / Re: Among the stars (ever seen a baby's POV)
« on: 2021-06-01, 07:50:25 »
Very cool and convincing shot. Nice to see something besides architectural and interior renders. You did all of this in one day?

48
I checked your solution and unfortunately the surf. mat. id is greyed out. I'm using an UV based surface distribution because the XY will not scatter evenly across my whole surface.

49
Yess, I'm going to set this up and test it right away, this will save the programmers some work :-) Thanks man.

50
Example file

51
Hi all,

I would like to present you with a challenge.
For our company I have been given the task to create a fuzz layer on top of existing 3d models.
The models are clothing items from Clo3d which are really high poly and have a lot of materials in a multi sub object material.
For the fuzz I'm simply scattering a lot of squiggly lines (edit poly), 8 different ones in total. I'm using forest pack for this, the corona scatter fails in some area's to place the fuzz correct on the surface.
The whole setup needs to be able to be automated in the future, so less (simpler) is more.

There are two problems I'm facing, one of which I think I can fix with the new version 7 of Forest Pack.

One

Assigning the fuzz to a few material id's only. The fuzz needs to be seen on clothing but not on stitches (which are also 3d geometry in the same model)
With the new version of forest pack I can use reference distribution with material id's it seems, this would fix my first issue.

Two

I need to assign a single Forest pack that will show multiple textures acquired from the material id's. For instance a t-shirt can have a body with a striped black and white texture  but the collar is full red.
I want the forest pack to use multiple textures as a color input that go with the id's from the model.
So far I have tried using the Forest color, but that doesn't seem to work, also tried the corona multi map but that also doesn't work.

I could try exporting the clothing from clo as individual objects instead of a single piece of clothing but that will maybe create other problems in our pipeline.

I managed to create some really nice renders with the fuzz by detaching every single material id and creating a forest pack for each one but that is not the way to go for us.

It seems that forest pack creates it's own multi subobject material with all the materials but the scattered meshes don't have a clue on which material ID surface part they are scattered. Is there a way to make the forest pack material 'look' at those properties?

If anyone could point me in the right direction it would be greatly appreciated.


52
This really cool. Great concept and execution. Did you use Marvelous?

53
Gallery / Re: Aspire Tower
« on: 2021-05-25, 08:57:57 »
Nice render although I think the two characters on the balcony are off scale. They would be giants compared to the scale of the tower, or am I looking at it incorrectly?

54
Gallery / Re: STUNTS TECHWEAR
« on: 2021-05-21, 10:51:39 »
I like it, is the backpack a scanned model?

55
Gallery / Re: Cátalaogo NOVA 2021
« on: 2021-05-21, 10:50:07 »
Very nice, I do think that falling drops have a less then round shape and a bit motion blur.

56
Gallery / Re: Vadilal Ice Cream Cake / CGI
« on: 2021-05-19, 10:37:55 »
I love it, nice colors and details. Good job.

57
Gallery / Re: Sony ICF-6800W [Model and shading]
« on: 2021-05-18, 07:37:14 »
Perfect renders, love the details.

58
Gallery / Re: Dark warehouse appartement
« on: 2021-05-10, 14:37:01 »
Nice work Erik, first time I've seen a fellow Dutchmen on this forum (je benamingen van de renders :-)
Looks to me your floor displacement could use a bit more subdivision to smooth out the edges.

59
Gallery / Re: Interior living Modern Style
« on: 2021-05-10, 14:29:29 »
I take it this house is on a hill, and everything is glued down ?

:-) Lol

60
[Max] I need help! / Re: Light Leaks
« on: 2021-05-07, 09:30:37 »
I'm not the most advanced interior rendering guru, but the mesh you are showing seems quite ok, adding a shell with an outward expansion wouldn't add that much of geometry right? It doesn't have to be an accurate thickness I think, 1 cm could be enough.

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