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Messages - romullus

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Sorry to say that, but your question makes no sense. I don't want to go into details, but FBX and MAX are only containers and they have no influence whatsoever on the quality of your rendering, not to mention that you can only work (and render) with scenes inside 3ds Max, which can only be saved in MAX format.

I think you need to learn basics first, before attempting more advanced tasks, like rendering.

[Max] I need help! / Re: Images got white dot
« on: Yesterday at 16:03:28 »

Most likely your walls single sided. You need to add some thickness to them and those white dots should disappear.

The solution is to use single SSS material and plug all your maps through CoronaMultiMap set in material ID mode.

Work in Progress/Tests / Re: romullus wips
« on: 2020-10-20, 14:59:25 »
I'm just curious why you did a CG background instead of a backplate, or is that just your preference?

No, my preference is to use backplates, or most often the same HDRI from the enviroment, mapped onto shadow catcher. Actually, this test started with my usual setup at the beggining, but gradually i started to add 3D elements, since i didn't liked how looks the ground. As i added more geometry outside the camera, i started to notice how lighting became much more interesting, as light bounced from many surfaces, instead of being evenly casted from the sky. This was quite eye opening experience from me and i think i will explore this technique more in the future. Nevertheless, for this scene i'm going to revert back to simple plane and shadow catcher, since my old PC is painfully slow with 3D background and displacement in most materials, which is far from ideal when you want to focus on refining the car materials.

@petrorosengren, thanks!

Officially no, but you can use some workarounds and try to achieve desired result:

Work in Progress/Tests / Re: romullus wips
« on: 2020-10-19, 19:25:55 »
Yes, background is 3D, but it's not important in this picture. The car is the only hero here.

Gallery / Re: bathroom
« on: 2020-10-19, 19:24:02 »
Since you're cheating a viewer by cutting the wall, then why not to go little further and place hidden light, add some self-illumination, or even overpaint in photoshop. It's you who creates the rules.

Work in Progress/Tests / Re: romullus wips
« on: 2020-10-18, 15:47:47 »
I finally found some time and willingness to work on polygon pushing of my car. Made almost all interior and filled good chunk of the trunk space. Some work was done on the chassis and undercarriage too, but nothing worth showing yet. There's lots and lots of work to be done on this car yet.

I managed to come up with something interesting using Corona scatter. Unfortunatelly it's not really practical solution. A more capable scatter tool would be needed to acieve something useful here.

[C4D] General Discussion / Re: Water Puddle - help
« on: 2020-10-16, 17:09:03 »
I agree about footprints shape. Here's good example how might look.

Also it's good idea to blur opacity map slightly and plug it to bump channel, this will give footprints slight impression of volume and will increase realism. I'm attaching my quick try and screenshot of scene setup. Hopefully you'll find something useful in it.

[C4D] General Discussion / Re: Water Puddle - help
« on: 2020-10-16, 09:39:30 »
You don't need "wet tile" material. It's only needed when base material is water absorbent and thus changes its colour and reflectivity. Bathroom tiles are glazed, so they don't absorb water at all. In this case only two materials are needed - tiles and water. I think your result isn't far from correct, but maybe materials need some tweaking to get more convincing result. I'll see if i find some time to make some experiments and to come up with setup examples.

[C4D] General Discussion / Re: Water Puddle - help
« on: 2020-10-15, 20:40:18 »
Definitely puddles needs to be made with separate geometry as Tom said. Simple single sided plane, lifted just a millimeter or so above the floor, will do fine.

You can see an example here: It's for 3ds Max, but main principle should remain the same.

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