Hi everyone,
It was a very interesting course and I learned a lot in the process. I now understand why people use 3dsmax+vray so much and it's because of its tight integration and all the premade options available that set things up automatically and easily. In blender there's no preset final/test/low render settings, you have to set everything up by hand and that's good because it forces you to learn the ins and outs of the engine. Also, it's interesting to see how materials are handled and how easy they are implemented/imported in max. In blender, you have to create each and every one of them by hand (but you learn a lot in the process) and blender's still got some issues with bump maps. I hope someday vrmats become a standard among all vray applications so it's easy to reuse a library, nevertheless Blender's node approach to creating materials is superb and I was able to reproduce (almost) everything they did in max without problems. The other thing is all those render passes they use in the video, I couldn't go so advanced in the postpro (I use affinity photo) since I don't know how to gnerate the render passes in vray+blender. I have to dig how to do it. Finally, in the tutorial they make the hdr environment invisible but don't explain why, neither do they show how to get the ultra white lighting coming through the window or how to properly replace it in the background. For my tests I ended up setting my dome light to pure white and cranking up its intensity to get a similar effect.I'm now running a test with the hdr/invisible to see if it lights/tints the scene differently. I also had to add a simple portal on the window, an invisible area light outside the window and an area fill light inside (which is usual for these kind of interiors) to get a similar lighting to the achieved in the course with the click of a single button , lol
Great tutorial, shame they didn't explain anything about rendering/sampling/GI/etc but rather use a single preset-click for that.
I'll now start the process in Modo to see how things go there.
So, final questions:
-How do you do render passes in blender+vray (diffuse/specular/AO/ etc)
-Bumpmaps are still not working properly. Can anyone share a node/example of a proper material with bump/normal map?
I attach 2 shots, 1 of blender in action and my final result (so far).
cheers!
Alvaro
It was a very interesting course and I learned a lot in the process. I now understand why people use 3dsmax+vray so much and it's because of its tight integration and all the premade options available that set things up automatically and easily. In blender there's no preset final/test/low render settings, you have to set everything up by hand and that's good because it forces you to learn the ins and outs of the engine. Also, it's interesting to see how materials are handled and how easy they are implemented/imported in max. In blender, you have to create each and every one of them by hand (but you learn a lot in the process) and blender's still got some issues with bump maps. I hope someday vrmats become a standard among all vray applications so it's easy to reuse a library, nevertheless Blender's node approach to creating materials is superb and I was able to reproduce (almost) everything they did in max without problems. The other thing is all those render passes they use in the video, I couldn't go so advanced in the postpro (I use affinity photo) since I don't know how to gnerate the render passes in vray+blender. I have to dig how to do it. Finally, in the tutorial they make the hdr environment invisible but don't explain why, neither do they show how to get the ultra white lighting coming through the window or how to properly replace it in the background. For my tests I ended up setting my dome light to pure white and cranking up its intensity to get a similar effect.I'm now running a test with the hdr/invisible to see if it lights/tints the scene differently. I also had to add a simple portal on the window, an invisible area light outside the window and an area fill light inside (which is usual for these kind of interiors) to get a similar lighting to the achieved in the course with the click of a single button , lol

I'll now start the process in Modo to see how things go there.
So, final questions:
-How do you do render passes in blender+vray (diffuse/specular/AO/ etc)
-Bumpmaps are still not working properly. Can anyone share a node/example of a proper material with bump/normal map?
I attach 2 shots, 1 of blender in action and my final result (so far).
cheers!
Alvaro
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