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Messages - dzintas

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16
Have you tried using layered materials? It will be slower then self illumination, but you will be able to control light color in lightmix.

17
[Max] I need help! / Re: Distributed Rendering: noise?
« on: 2019-03-16, 17:14:04 »
4x E7-4870 40 Cores @ 2.4G  :)

Damn that's 80 threads. With stuff like this I miss vray with it's buckets, just to see all of them happily bouncing around the render :D

18
[Max] I need help! / Re: Distributed Rendering: noise?
« on: 2019-03-14, 12:59:19 »
In theme of continuing OT.
Can you specify the cpu's you have in that server?

19
oh yes, It has this error message but how do I fix them?

I'm sure these errors isn't the cause of your problem. But to fix these find offending CoronaNormal map and check "Add Gamma To Input".

Your real problem is translucency fraction, it's set to 1.0 which is way to high. For plants at max use something at 0.3 value.

EDIT: I'm late as usual

20
General CG Discussion / Re: Sketchup to max?
« on: 2019-03-06, 17:03:37 »
Did you try to use cleanup3 and solid inspector2 extensions in sketchup, before importing model into max?

It helped me a lot many times. Still you won't get perfectly editable model sketchup topology is just to bad for that. 

21
Gallery / Re: NORDIC Animation
« on: 2019-02-07, 16:57:05 »
I love the story-driven part of this (with the cat, the falling ornament, then following the rolling ornament), as it was nice to see something that added story rather than a pure fly-through - interesting how engaging that makes it, at least for me. One rendering error there, somehow a Marshall amp showed up rather than a Fender amp ;)

For me it's opposite, up to the point where cat shows up it's great. The disparity of quality between the cat and whole scene is just to big. So it kind of pulls away from the experience. Still idea is nice and little bit of work on animation would fix that.

22
Gallery / Re: Redisign of a building in Zaube (Latvia)
« on: 2019-01-25, 09:00:00 »
Nice, great mood. But stone wall is way to flat, especially around the corners areas. I'm guessing you're using normal map on it, but weak or ne displacement at all. Try playing around with displacement, even derivative map from diffuse could improve the look, or you could go extra mile and model/ sculpt the wall from scratch. 

23
You can try to use ray switch materials, leaving GI slot empty. Problem is that, way you won't get colour bleeding effect.

24
[Max] I need help! / Re: Using multiple HDRI's for lighting.
« on: 2018-12-17, 16:02:45 »
Thanks, I'll try to do that for the future. Unfortunately, good HDRI's are expensive for a student like me. I'd love to get some feedback from you on the lighting in the picture I have attached to this if you don't mind.

Bit late on the whole discussion, but try out https://hdrihaven.com/. All HDRI's are free for personal and professional use.

25
Gallery / Re: Koshino House - Tadao ANDO
« on: 2018-12-11, 09:00:44 »
Nice renders, only thing is that dof, seems a bit to strong in some places makes it feel like more of a miniature photography.

26
You can subdivide or tessellate geometry before deforming edges, that way script has more geometry to work with. 

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