Aha! Sorry Bobby!
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Mastering Vray- Lesson 1 Available for Free
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don't let it happen againOriginally posted by AJ Jefferies View PostAha! Sorry Bobby!Bobby Parker
www.bobby-parker.com
e-mail: info@bobby-parker.com
phone: 2188206812
My current hardware setup:- Ryzen 9 5900x CPU
- 128gb Vengeance RGB Pro RAM
- NVIDIA GeForce RTX 4090
- ​Windows 11 Pro
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Originally posted by AlexP View PostGrant, looks good.
Can we get a higher res version of that image showing all the materials rendered?
Was going to do my own, but... time etc
Is the download section up and running yet?
Download section is up and running, did you get the email? Some people asked but it turned out they simply missed it in their inbox
Originally posted by yyk View PostIf one wants to do speed tests and such would it be technically possible to convert your materials to other engines? I got the impression they are at least somewhat procedural?
Originally posted by GLASS-CANVAS View PostAh yes, the classic drug-dealer trick, give the first 'hit' away for free and they'll be back as customers!
I watched episode 1 and immediately bought the subscription, although the materials alone are worth the sub fee. Looking forward to seeing what you come up with next
Originally posted by cam_910 View PostHey Grant, great tutorial...thanks!
Just wondering is it important to do test renders following your method at the final output resolution?
I'm not sure, but am I wrong to assume that the image sampling is linked to the amount of pixels being output?
I know from experience that you can dial down the GI settings a bit when doing very large renders, but not sure about the other sampling (lights, mats, DMC)
Cheers
The way the AA works is based on the pixel information so a larger render means more spread out pixels = less potential work for the AA engine.
Originally posted by AJ Jefferies View PostGreat stuff Grant! Really appreciate you putting out the first video for free, hope it translates to a lot more subscribers!
I've had a chance to put some of these approaches to sampling into practise recently and can definitely see the merits of being able to tweak each noisy aspect in isolation. That said, in the tests I've done between this and my normal approach (8 subdivs across the board, image sampler tackling pretty much everything) I've only noticed a marginal saving in render time (2 mins down to 1:50 for example) which is arguably negated by the time it would take me to refine the separate subdivisions for each light, material...etc.
I still need to do more tests as there's every chance I'm missing something (or just stuck in my ways). It could also be that I'm used to having to add noise to images to help with artefacts/banding when things hit CMYK, so I'm less fussed with noise in my renders. I'm curious to know if this is something you start tweaking straight away or do you use rough settings and then clean everything up once you start taking things to final?
My method seems to have substantial benefits across all scene types so far.
Originally posted by AJ Jefferies View PostIs Grant on Twitter? Ignoring that, what you're describing is a manual retweet which is generally considered bad practise, it's better to use the RT button which allows the original tweeter to keep track of shares/favourites and allows for the full tweet to be seen in its original context. Unless I'm missing something and there's a tweet link somewhere that's over 140 charactersadmin@masteringcgi.com.au
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Mastering CGI
CGSociety Folio
CREAM Studios
Mastering V-Ray Thread
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You can also access the highres material previews in the subscribers sections.
I have massive plans for improving lighting and material previews at the moment. Going to struggle to get time but picture a dedicated page with previews from multiple HDR's, downloads for the HDR's themselves, generated color palettes and different geometry previews all in one tightly organized area.admin@masteringcgi.com.au
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Mastering CGI
CGSociety Folio
CREAM Studios
Mastering V-Ray Thread
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