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Messages - Twibbz

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1
Thanks for the replies,
so am I right in saying to use power of 2 or squared textures if readily available (I find them easier to work with in max and in general)  but otherwise using textures with different pixels height and width (such is the case with my veneers) wont really impact any performance providing allocated ram is sufficient

2
So I used to come from a more of a video game dev background where game engines are limited to the power of 2 textures.
I have a lot of textures that i have used that do no adhere to this. Say for instance a long wood veneer texture which would be 800 x 3000 pixels
I know this isn't a limitation here but i was wondering if it was still good practice to do so or to at least keep the imagery/textures square.

Thanks,

3
Hi,

Ive updated to 3ds max 2020 and also the corona update to match.
Ive found the interactive renderer to act differently since this update.
Everything in this interactive render seems smudged or blurred and will also miss out light reflections.
It makes it hard to use
I'm confused as to why this is happening.
would a clean reinstall potentially help the issue or is this intended?

Kind Regards,

4
Any ideas/help with the first part?

Thanks

5
Thanks
So I guess we have to make do without that feature being implemented for the time being and work around it.
For the more general 1st section of the question however - what is a good setup with what we have available?

Thanks in advanced

6
Hi all,
I’m an trying to create some realistic woods/veneers that have a top coat of glossy lacquer on them.
I don’t know if I am approaching this in the correct way. The gloss is uniform - so I was just upping the gloss value in the main wood material. This looks ok but this restricts me from providing gloss maps and bump maps to the veneer underneath the lacquer top coat. So I thought layered materials would maybe be the answer but I have been unable to create what I am looking for. Lacquered acrylic is transparent so this doesn’t mix well with the layered material.
So I tried duplicating the mesh and scaling it slightly over the other and applied the lacquer to that instead. But is that a silly way of doing things, it’s a lot of extra work for larger scenes.

Also Veneers typically reflect differently and uniquely (maybe inverted) depending on your grazing angles how could this be implemented
What’s the correct or best approach to this?

Could anyone provide some tips or examples to help?

Many thanks in advance

7
The tutorial in the link is before The PBR update which always confuses me :/
Could anyone provide a screen grab of an example?

8
Thanks,
If you think I can get the desired effect, I’ll do what they do in the video, if that’s right :)

9
Hi all,
Whilst I’m sure this is simpler than I’m thinking I am struggling to create something similar to the attached. This is a sparkly and metallic material (un-uniform gloss underneath) with a clear plastic coating on top that gives uniform gloss.
Any tips on creating this effect?

I’m also creating lots of clear shiny lacquered wood materials that I think would be similar in setup just with max glossiness but I didn’t know if a layered corona material may be better? Unsure of setup :S

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