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Messages - Alex Abarca

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421
[Max] General Discussion / Re: overexposure avoidance (WIP)
« on: 2014-02-18, 02:01:30 »
Damn that's looks good. Great fix.

422
[Max] General Discussion / Re: overexposure avoidance (WIP)
« on: 2014-02-17, 22:58:59 »
When I'll walk up to final image, I let you all know here;)

Ok cool, cant wait to see!

423
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-17, 22:57:54 »
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.

Awsome, thanks!

424
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-17, 22:52:11 »
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.



Looks good man! I wouldn't change a thing. i think the most important thing in vegetation is translucency, and about color, there is millions of shades of green. I think you cant go wrong. My trees in my back yard are lime green in April and dull in late summer.

425
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-17, 21:35:30 »
Or like this?

426
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-17, 21:30:42 »
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.

Like this, you mean?

427
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-17, 21:18:14 »
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.

yep, yep.

428
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-17, 21:14:02 »
How does this look now? I change the translucency map.

429
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-17, 20:38:31 »
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 :]

You are right bro! Thanks for catching that. It reduced the render time, and it looks good. Ok, I'll replace the map in the translucency.

430
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-17, 20:17:52 »
Here what I got so far. What do you guys think?

I'm going to go download the free trees and test maru's material worlflow now.

I am missing some parameters, guess I need the dailybuilds.

431
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-17, 20:11:19 »
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.

That's Ok, I totally get it. The params are the magic.

432
Fair enough. I just thought it was an inside joke or something.

433
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-17, 19:48:49 »
Its look Awsome Maru, just like in the movies http://img2.tvtome.com/i/u/4590d3ec9f3442bbc2886089f36c2dc7.jpg

 I am going to try this can you show me your slate view, please.

Thanks!

434
[Max] General Discussion / Re: overexposure avoidance (WIP)
« on: 2014-02-17, 19:42:19 »
Look it. I used VizPeople HDRI (free) skies and it looks good and its even giving me shadows. By the way this is just a test scene I use at home, these are free models i got from various sites. let me know if you need help.

Its a raw render

435
[Max] Resolved Feature Requests / Re: Autosave render output
« on: 2014-02-17, 19:30:04 »
I've only done renderings right now, so enable is good for me, no problem.

But what happens if you network render, and you have thousands of frames being output from a renderfarm? would there be a problem?

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