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Messages - agentdark45

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Jobs / 5HT is hiring talented 3D artists
« on: 2021-03-08, 18:44:51 »
5HT is looking for a talented mid-level 3D visualiser to join its team remotely in the UK.

The role will focus on creating photorealistic interior visuals for luxury hospitality interior design clients working alongside our 3D director. In addition to bespoke interior visuals, we also have opportunities to work on exterior architecture, product visuals and 3D animations.

Please visit our website for examples of the images you would be producing.

This will be a remote working position. You must be able to meet monthly in central London.

We will offer training and guidance so our workflows are aligned.

Salary: competitive (negotiable based on skill level)

Candidates must be eligible to work in the UK. Your portfolio must include photorealistic interior visuals and a selection of furniture items that you have personally modelled.

Please send a CV and a selection of work.

Skillset requirements:

- in-depth knowledge of 3D Studio Max, Corona / FStorm rendering engines and Photoshop
- the ability to create complex 3D scenes with precision
- highly skilled in detailed 3D furniture modeling, from reference imagery or concept sketches
- the ability to create complex lighting setups
- the ability to create photorealistic high-detail materials from reference imagery
- a keen eye for aesthetic composition
- the ability to liaise with clients in a professional manner
- excellent time management skills, and confident in your ability to work independently under pressure to ensure deadlines are always met
- fluent in English

We look forward to hearing from you.

[Max] Bug Reporting / Re: big scene handling
« on: 2021-02-16, 13:06:30 »
I've noticed a similar thing, although I mostly deal with highly detailed interiors with high res materials. Once scenes start becoming more complex and detailed the interactive viewpoint slows to the point of becoming unusable.

Chipping in with my 2 cents: I've recently changed over my main monitor to an LG CX OLED. Such an amazing upgrade over my previous IPS monitor (I'm never going back to IPS). I use DisplayCal with a Spyder 5 for system wide calibration, and am around 1 Delta E.

The difference really is night and day, something was always "off" with the many IPS panels I've used before - constantly second guessing whether what you are seeing is correct/too contrasty/too saturated (even with calibration).

I believe LG are set to release a new G1 OLED this year which supposedly is meant to get brighter than the current CX, but it will cost a fair bit more.

Absolutely not, not for such price.

Ryzen 5950X trashes it all around completely. The 2990WX is sadly worth less than 700-750 Euros thus, at best and even that, for the platform (8 memory slots).

This. Not to mention the 2990wx will most likely melt his motherboards VRM's/suffer from extreme throttling.

That pro board looks very interesting btw Juraj, I wonder if there will be a new socket for the 5000 series Threadrippers, or whether existing TRX40 motherboards will be compatible - although I do find the silence on any new Threadrippers from AMD weird.

Would it not be easier to just create a dedicated "IOR map" that the source bitmap feeds into, that automatically inverts, and internally changes the high value according to whatever the main material IOR is? This implementation shouldn't need a material rewrite or break any pre-existing material setups (kind of like how a bitmap feeds into a "normal map" before going into the bump slot).

metalness should be really used only for materials made of metal - so concrete, marble, silk are non-metal. Darkened bronze would be probably done with metalness map (metal bronze vs. non-metal "dirt"). Car paint is very complex and specific material, neither metal nor non-metal will represent it 100% physically, so I guess it would be possible to fake it with both

Great, thanks for clearing that up.

As a quick workaround (whilst you procrastinate and put off learning UV unwrapping because it doesn't seem that important yet...) I sometimes do the following:

1. Make sure your object is an editable poly, or apply an edit poly modifier
2. Select the sub-object element for the part you want to edit
3. Rotate around the axis relevant to the wood grain you need to change
4. Leave sub-object mode and rotate at object level back to the original position

This will effectively alter the objects UVW coordinates, I use this process a lot when I have a triplanar wood material instanced across multiple objects, I find it quicker than unwrapping everything.

Hold up, does the Triplanar map read local axis/UVW direction of sub-objects? This would be a lifesaver!

Am I correct to say that you guys implemented oren-nayar diffuse model ? This looks really really promissing !

Would like to know more about this for sure. The Arnold examples posted a while ago really benefited from the diffuse model.

Also, is there a guide for how to use legacy reflection and glossyness maps with the new PBR material?

Also, under what circumstances would you use the metalness/non-metal workflow? For example; semi-polished concrete, dark antique/tarnished bronze, polished marble, silk rugs, car paint e.t.c. I'm a bit confused as to where the cut off point is where materials have a reflective but also strong diffuse component. Or am I misunderstanding metalness?

[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-12-04, 18:43:06 »
Just curious, what are your main reasons for pursuing this pipeline? Is it to keep up with industry movement or are you finding much benefit from it in your CG pipeline?
I think over the past 5/6 years ive read similar threads and its been interesting seeing how the discussion changes and seeing how much better its understood each time but i think alot of people, myself included, would love to know how following colour managed workflow in this way actually helps you day-to-day.

Ultimately for me it's to get better and more photographic renders "out of the box". Less fiddling with VFB sliders and cursing over blowouts, black crush, murky greys, wonky contrast/saturation, scrolling through LUTs e.t.c.

[Max] Daily Builds / Re: Corona Scatter speed improvements
« on: 2020-12-03, 13:50:01 »
Out of interest, I decided to set up 2 identical scatters using Corona Scatter and Forest Pack. Both scattering exactly 480 000 cubes on a plane

Corona Scatter scene parse time - 1 second
Forest Pack scene parse time - 20 seconds

Sadly we still use Forest Pack due to the limitations Corona Scatter holds against Forest Pack. If I had to suggest which features to add, Its everything ;)

Wow, devs is there any way FP parsing can be sped up or is this something the Itoo guys need to fix?

Gallery / Re: SALEWA Wildfire Edge MID GTX FULL CGI
« on: 2020-11-25, 15:19:34 »
Yeah, I think I would curl into a foetal position under my desk if I had to model and texture this.

Yep its a known bug - I've raised it many times. This is a really fundamental feature so I hope it's gets solved soon.

[Max] Bug Reporting / Re: Adaptive Light Solver Issues
« on: 2020-11-14, 15:00:03 »
Yea, 2.5D displacement sucks, and in the latest v7 daily the "old" 3D displacement is removed. So I realy hope 2.5D gets some serious overhaul.

I wouldn't say it sucks, it just needs to have the bugs fixed (line artifacts, shading errors et.c.)

[Max] Daily Builds / Re: Corona Scatter speed improvements
« on: 2020-11-12, 22:29:44 »
Hi guys, thanks for the tips and especially for the example usages. I logged them all. They make sense.
In fact, we are already working on some features you have mentioned. Unfortunately, I cannot give you estimate when everything gets ready.

Awesome, glad to hear it! I tend to stick with Corona scatter over forest pack for general ease of use/UI intuitiveness. With some more features I'd never have to use another scattering plugin.

As a side note, I've been using FStorm a lot recently and it would be great to use Corona scatter with it - would this ever be possible? Or would the FStorm dev need to implement it? Forest pack currently works with it.

[Max] Bug Reporting / Re: Adaptive Light Solver Issues
« on: 2020-11-11, 15:13:43 »

We have a few reports of this already. Unfortunately it is not a simple fix, I will report it to our dev team and I will let you know when I have some more information.

Is it possible for you to send over your scene for testing purposes?



Hey, while you guys are looking at this, could you possibly look into the environment overrides at the same time? As this seems to be one of the underlying issues at play here.

Currently when overriding the reflection/refraction environment with an HDRI, mad amounts of fireflies/glints start appearing, therefore making overrides essentially non-usable - and I'd argue this is a pretty common render engine feature to still have broken after all this time. Clamping the HDRI does somewhat fix the fireflies, but this completely destroys the dynamic range of the HDRI (therefore unusable).

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