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>> No.441643 [View]

Anyone?

>> No.441536 [View]
File: 54 KB, 384x620, ac467dc591d67cbc756867e29ed79d75.png [View same] [iqdb] [saucenao] [google]
441536

Mkay, so I'm just about ready to kill myself trying to figure out what it'll take to get this to work.

Using 3DS Max, and basically, I just wanna bake a Hair&Fur effect into a texture map.
I don't even know what else to say, that's it. I've got VRay at my disposal and at present it actually looks more promising than MentalRay since the latter seems to run into constant memory problems. If anyone knows how the projection map settings should be configured or such, you'd be doing me a solid. Cheers.

>> No.437261 [DELETED]  [View]
File: 103 KB, 1556x875, 10631841_10152615356613418_1461058752_o.jpg [View same] [iqdb] [saucenao] [google]
437261

Hey guys, so basically just promo-ing something I did CG on recently; http://www.youtube.com/watch?v=2mTEjilCYY0

Facial animation can go fuck itself, particularly when you're in a rush.

My personal stuff is at scutter2.tumblr.com if you're interested.

>> No.434441 [View]

Just wanna bump this on the off chance anyone has any insight on why the hell this happens, and how it might be fixed. I'll probably just end up fixing it in post, but I want to understand.

>> No.433724 [DELETED]  [View]
File: 28 KB, 94x132, a699ee873c4f83f9fa529cea561bef31.png [View same] [iqdb] [saucenao] [google]
433724

Apologies in advance; this is a long one, but only because I wanna clarify as many details as possible...

So, I'm working on a model in 3DS Max that more or less has a physically-accurate glass lamp with a flame sticking out the top. The glass texture is a VRayMtl, and the problem is that in the FumeFX settings, to get sufficient light coming from it I've had to crank up the GI Modifier to 5. Although this has no impact on the appearance of the naked flame itself, when refracted through the glass texture it seems to take the flame's GI value into account and so appears wildly blown out and bright (see attached).

In 3DS Max 2012 this could be remedied simply by not using Refraction Interpolation in the glass texture settings, but recently I've updated to 3DS 2014, along with VRay 3.0.0.3 and FumeFX 3.5.4 (previously used versions were VRay 2.30.1 and FumeFX 3.0.1) and this no longer seems to yield the same result.

The obvious workaround would be to use multiple passes and composite them together, but shit sucks. There MUST be a solution.

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