1
News / Re: Bug in Alpha7/7.1 after 1.1.2015
« on: 2015-01-04, 21:11:55 »
great thanks :)
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Super renders yes !
Just, for me, the windows witch are not high enough when you consider the height of the room.
isn't the tool bar meant to be in the VFB? see the image
What version is this?
Yeah, <1 and default max 100 subdivs can generate..what, tens of millions of polies for literally zero additional detail.
<1 is literally sub-pixel detail which at 5k is almost absurdly obscene."
Click on 'Tools'
There must be some other issue in that scene.
Internal resolution isn't problem, I am rendering 7680px in Internal res=2, so 15k px width, and even the gigantic scene with forests, disps etc. (Kogan house), took only 20GB.
Subdivide your towel mesh, and then limit your max. disp subdiv to some low number (8?) and see if it doesn't give you indentical result.
What is the total ram usage with and without disp ?
Also, internal res doesn't affect overall quality, noise or 'artifacts'. It just downsamples internally after tone-mapping so you have cleaner edges around highlights. Nothing more, nothing less.
If you are using Max, make sure "Page Large Images to Disk" is switched off.
You can find it under Asset Tracking/Global Settings and Defaults for Bitmap Proxies.
You always can split up your images in four parts, render them out seperately (with blow up if I am not mistaken) and stick them together in for example Photoshop.
Good luck
5K rendering can take 5GB, but also 50GB :- ) It does depend on your scene. Do you have displacement in your scene ? Does it render in low-res ? How much ram does it eat then ?
. I'm not a fan of magic bullet, I think its because the UI looks prehistoric ha.
Wha :- ) I love the UI personally, seems modern to me instead :- D ? Well, I don't use the tools so predominantly now, Peter Guthrie persuaded me to try Lightroom and I now mix Lightroom and Photoshop a lot.
yeah lightroom i love! although I have recently just been sticking to Camera Raw in the new photoshop CC. I'ts great now that you have full 32bit control throughout the whole process
Chamfer doesn't need a radius, it can add support loops only. All very easy with QuadChamfer plugin.
Did you unwraped it correctly ? After chamfering ? Continuous mapping ? Because there is no reason why it wouldn't work then, but it won't if these steps are misaligned,
because each piece of geo is displaced by different piece of map.
It would still be nice to have displacement that works like vray's - apply and forget about it, no smoothing groups, geometry modification e.t.c.
I could show you like 50 threads at CGArchitect on Vray's section where people ask the very same question about the same problem, and have been doing so for...past 10 years.
It's endless cycle where people become desperate and forget to use logic and their brain.
So no. It works the very same way only with more (and very nifty) controls. Vray just also offers additional 2 modes (simple SubD and excellent 2D Texture space disp). Same protocol, people just don't know how to displace in general or
don't understand how their geometry behaves in render time. There is the option to force "continual edges" but it's not one-click saver for all cases.
Ok, here is proper workflow : // Renderer agnostic - I use the same workflow in Vray, Maxwell, and Corona. There is no difference, it's still 3dsMax Geometry.
1: Basic wall blockout.
2:Chamfer the corners (using QuadChamfer plugin for example) // Quite bit suitable than direct SubD in this case. It's quite obvious you can't smooth a cube visually ?
[ and on side note, chamfer everything everywhere, for the rest of your life ]]
3:Now you apply single smooth group if there wasn't.
4:You can directly unwrap, or apply box mapping for easier proportions, and then unwrapp so it wraps continually around the chamferred corners.
5:Now you can safely displace the walls for visully the best result.
There are possible workaround and dirty ways:
Invert the disp map and use negative displacement: Your geo will displace against each other. No black open edges.
I'm too lazy to start max so here is a mouse-to-ms-paint drawing. Try adding more edges where at the corner and then apply smooth modifier. And make these edges really close to the corner.