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[Max] General Discussion / Re: overexposure avoidance (WIP)
« on: 2014-02-18, 02:01:30 »
Damn that's looks good. Great fix.
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When I'll walk up to final image, I let you all know here;)
Or like this?Yep, something like this, just make sure your front facing map is darker, have more contrast and green color. Back facing may be more towards yellow, lighter with less contrast. Then you should have pretty good starting point.
Edit: whether your material's diffuse component needs twosided map or not, depends on type of leaves you trying to replicate.
Here's a quick render of my current WIP project. Say what you will but I like strong colors in nature :) Worth mentioning is I live in Finland, our summers are short but vibrant in color whereas I think in places where there is more heat leaves often tend to look kinda dry, so I think geographical location might be one reason why we sometimes get conflicting opinions on saturation.
I think it's time to introduce front/back map to you. Right now, sun facing sides of your leaves, have way to much translucency, while back faces looks ok.
You can save a LOT of time by instancing maps as much as possible in shadertrees and different slots of a single material.
How is that technically? What are the drawbacks of non-instanced but identical bitmap maps? I never really thought about it since I try to instance as much as possible but is each non-instanced bitmap loaded separately into RAM (I can hardly imagine that) or is it just the internal overhead that is produced by multiple bitmap loaders?
Each map is not loaded into RAM separately, but each map is sampled separately if they are not instanced. 3dsmax actually has a caching mechanism implemented that allows reusing the first instance result for all subsequent ones. So instancing single map 4 times can make your shader evaluation 4 times faster.
You're doing this mistake again. Tree leaves doesn't need refraction. By puting map in this slot, you hurting both, material believability and render time. Don't do this.
Edit: btw, if that map structure for translucency slot, you borrowed from my scene, you may want to replace it by something else. I did it in hurry and i don't think it's suitable in this situation. I feel guilty for this :]
Hah, there is no real reason, that's because I was doing it very quickly and dirty. :)
You can save a LOT of time by instancing maps as much as possible in shadertrees and different slots of a single material.