If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
Exciting News: Chaos acquires EvolveLAB = AI-Powered Design.
To learn more, please visit this page!
New! You can now log in to the forums with your chaos.com account as well as your forum account.
Then what enexis said about correcting your materials is the next step. Once you set the max gamma to 2.2 did your material editor slots become washed out too? Adjust these back until they look correct (add color correction to maps set to 2.2 or adjust the color swatches).
Like i said, all done like vlado scene (material are color corrected 2.2 gamma and materials more dark before standard use).
Sky seems more realistic on the first image than second one. The scene is in morrocco at 3:30 PM August 21 2006.
I think what we need to develop is a custom sample object for use in the material editor. The object itself is unimportant but the lighting is. Since the material editor doesn't want to recognize the physical camera I'm forced to use a regular camera. I've got a VRaySun set up with a .01 multipler and and vray dome light with a vraysky set as the map (I'm not sure this works completely-it renders ok but it might be quicker and better just to use a hdr). Since it's just for previews in the mat editor i've set the samples to 1 on both lights. It's slower than the normal sample sphere/cube/cylinder but is reasonable and correctly approx. the materials under sunlight conditions. This is my first "sample Object" and done pretty quick so I'm still trying to tweak it.
Same material-different sample object.
What do you think? PM if you'd like to try it yourself.
www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.
might you upload the scene, even if with no textures?
It may be easier to look at it for something off balance.
The first image seems to have nearly no secondaries.
What GI methods are you using for first and secondary bounces?
Try lc for secondaries, and qmc for primary, and see if it gets any better.
Exe, i meant both the diffuse and the reflection colours ar at 120 grey (or hsv 120 Value).
might you upload the scene, even if with no textures?
It may be easier to look at it for something off balance.
Lele
Diificult to up the scene, more than 2 200 000 faces. I will try to make in this scene a new scene with fewer objects, try it to see if seems like my original scene and up here.
i did prepare myself the same exact setup, with a slightly different object, to go with the mateditor.
Works fine for some things, and can be customised to heart's content.
Also, it's so damn quick in the mateditor preview it hurts
i did prepare myself the same exact setup, with a slightly different object, to go with the mateditor.
Works fine for some things, and can be customised to heart's content.
Also, it's so damn quick in the mateditor preview it hurts
Lele
Did you use VraySky in the sample or use an HDR? I was thinking of rendering out a 360 deg map of the sky and just using that.
How quick is damn quick? Is it faster than the normal previews?
www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.
i used a vraysky map, a vraysun, and the vraysky i mapped to a dome light, so to have GI without GI calculation (no way of controlling the mateditor render parameters, afaik).
This, to avoid any improper referencing to bitmap textures: if latest vray is in, it'll work.
Mine is set up to hold 14 submats, i think, which should be aplenty most times.
Also, it's so damn quick in the mateditor preview it hurts Smile
You've got a custom object in the mat editor thats "quicker" than the default max ones?
Considering there's a skylight and IBL (16 subdivs, 64px texture downsapmling for the sky on the dome light)going on? you betcha!
It takes around a second/ one and a half to update, so far with ANY material i tried, on my shitty athlon XP 2ghz.
There's prolly half the screen space of normal sample slots on it atm, and the model is REALLY bad, but aye.
I'd say it's more than impressive.
New testscene for the mateditor.
It's apparent how, for instance, SSS works as expected when changing parameters.
Load in mateditor with camera and lights (options of the mateditor at the bottom) then choose custom scene from the sample type on the top right of the mateditor.
In the fastest computers out there, the mateditor sample slot can be rotated at will in near realtime (around 1 fps here )
Comment