Show Posts

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.


Topics - wilbertvandenbroek

Pages: [1] 2 3
1
So I have a character from Character Creator 3 imported in 3ds  max, I reasigned each shader with a skin material. The resulting renders shows of black lines
on the place where two material ID's edges meet.

Any Idea on how to fix this? Seems a subsurface scattering issue. When I remove the SSS amount maps the lines get even worse. Settings for the skinshader are practically default. The model has a multi-subobject material to it.

2
Hi all,

When I render ornatrix hair in corona 3 hf2 the hair thickness is completely wrong, about 10 times to thick.

If I render normal, the thickness is fine. Any idea's on how to fix this? This takes a bit of speed away on iterating the model.

3
So we are rendering with corona 3 hotfix 2 still. We have found a bug that when we render a batch sequence the
render elements for volumetrics are randomly saving with and with an alpha chanel in the tiff file.

Is this a know bug? Anyone ever encounterd this on version 3 or higher?

Thanks in advance

4
Is this a bug or behaviour that I need to be aware of?
When I import a vdb cache I need to scale my volume grid to match my scene size.
Rendertimes then increase exponentially to a point where you can't render at all.

I can fix this by adjusting the step size. Is this the right workflow or am I working around a bug?

5
[Max] I need help! / Forest pack vs Corona scatter
« on: 2020-01-16, 11:00:11 »
Hi all,

For an upcomming project we need to re-use a huge city environment scene. At the time we used
Corona scatter for all nature objects.

We are now thinking of using Forestpack to replace the Corona scatter.

Does anybody know if there is a big performance gain with Forestpack?

Thanks

6
General CG Discussion / Point cache animation gets destroyed
« on: 2019-10-24, 10:39:25 »
Hi guys,

 
I'm assigned with a job to export cloth animations from

Clo3d to 3ds max for rendering.

Clo3d has a few exporting options for animation: Point cache, mdd cache, alembic, fbx with cache.

Alembic works fine but does not send material id's out of Clo3d so I can't use it.

Point cache with an OBJ works fine at first but as you can see in the movie my trousers are getting smashed.

I exported the shirt and pants separate so there's a bit clipping but that is not the issue.

The shirt exports just fine without any collapse of geometry, the pants however get destroyed every time.

In Clo3d this is not the case, everything works fine there.

 

Anybody got an idea what could cause this behavour?

 

Thanks in advance,

 

Wilbert

7
[Max] I need help! / Megascans flickering materials
« on: 2019-09-05, 10:50:13 »
Hi,

So we are currently producing a short animation in which we use a lot of megascans maps.
Great assets and easy to use with the current plugin, I love it.

However when looking at rendered animation sometimes shaders are flickering on and of.
I've pinpointed this to the Fresnel IOR map that megascans generates. How is this possible?

Perhaps the same issue occurs on our network with different cpu's (amd ryzen and intels)

When I delete  the IOR map it solves the problem.

Anybody else got this strange behaviour?

8
Hey guys,

I've been working on a short animation at work and I'm having a lot of trouble with fixing this flicker that happpens on a water sequence.
Attached is a short render. The setup is simple;

-sun and sky system for lighting with the sun only used for lighting (no reflection or refraction)
-one water plane
-visibility override with hdr clouds
-a few objects are visible in the render, I also tested without them (only water plane) and the problem still occurs
- see attached image for material properties of the water
-3ds max 2020.2 with corona 3 hf 2

We have got a render farm consisting of many different systems, i7, dell poweredge servers and older and new ryzen cpu's.
So far I can't see a pattern in which frame is flickering on which system.

Our render setup uses UHD cache with flickr free animation. We have moving objects so caching once won't work.
The material has an animated offset and phase in both noise and cellular maps.

Anybody got an idea? We are running into a deadline here :-(

Any help would be greatly appreciated.

9
[Max] Bug Reporting / Selecting corona camera's
« on: 2019-05-01, 11:30:10 »
Not sure if this is a bug but i find that with Corona 3 the selecting of camera's is inconsistent.
Sometimes it will take up to a second for the camera object to be selected. It's not instant like other native primitives.
Strange thing is that it's not all of the time and I don't know how to recreate it.
Empty scene no other software and it sometimes still occurs.

Anybody else got this behaviour?

10
Gallery / Architectural daylight scene
« on: 2019-02-11, 20:12:32 »
After rendering a night time setting I'd thought why not do a quick daylight version?
Rendered using a combination of sun & sky with an HDRI map. A bit of colorgrading in Photoshop.

11
Gallery / Architectural night scene
« on: 2019-02-07, 14:49:50 »
My latest personal project. First attempt at rendering an architectural night scene. Corona for rendering, Megascans assets for nature creation.

12
Gallery / Mclaren Senna
« on: 2019-01-11, 15:14:47 »
A lighting, shading and composition study using this awesome Mclaren Senna model created by Thomas F
https://www.behance.net/gallery/71074435/FREE-2018-McLaren-Senna-3D-Model
I used Corona for rendering, a few Megascans assets and the gravel with Quixel Mixer.
I'm still learning to make the car shader more realistic but I am at a point where I don't know what to tweak further.
Anyways if you have some pointers or comments please let me know.

13
Gallery / Ice Cream
« on: 2018-10-17, 12:37:49 »
I thought I would try some food rendering for a change. I went for ice cream as you can see.
My goal was to learn to create interesting compositions and product lighting.
I used 3ds max, zbrush and photoshop.
I'm curious which composition you like the most so don't hesitate to share your thoughts in the comments.

14
Gallery / Lake Flight
« on: 2018-10-03, 16:13:32 »
I saw a default windows lockscreen background and thought I would try to create a similar image.
I used Corona scatter for the trees and used the volumetric shader on some poly modelled clouds.

15
Gallery / The Road
« on: 2018-09-26, 13:54:54 »
The road. I made this scene using different Megascans assets.
First time use of the Quixel mixer and I'm loving it.

Pages: [1] 2 3