Don’t worry about it man. It doesn’t affect your subscription or the amount of content you will be getting personally ![]()
yes but i am part of this man…its like someone did this to me. Keep strong!
nice idea ![]()
Just wondering, how about for larger interior projects?
Is the idea then that we are using the scene as a testing ground in the sense that if a model with material xyz looks good in there it will most likely look good wherever we put it?
Great stuff so far
Hi Grant,
Sorry to hear about the warrez thing, never thought it would happen this fast.
Just a question for all of you guys/galls, I am primarily a Maya artist and was thinking of recreating the shaders in Maya so I can use them at work on projects, and learn from them at the same time.
I have looked around a bit but cant seem to find something similar to bercon maps for Maya. Could all the shaders be done with hand painted or photo textures or do I really need to kickstart the good old 3ds Max work at home lisence?
Cheers
I tried the gold on my current interior scene, but with the default settings, it crippled me. Like an earlier wall paint posted on another thread, 256 subdivisions isn’t realistic (at least not for me). I guess my point is, each shader might need to be tweaked for your need, like I did for the gold. Dropping the subdivisions down to 32 produced great results.
I may be off, but I think the point is to learn to make your scenes using his methods/settings, so using his mats in your already set-up, (your typical final scene) probably would be all wrong.
I can’t talk though, since I still have not had a look at release 1 yet.
My intent is to create a library out of it, use it, and learn from it.[quote=“dkendig, post:15, topic:43605, username:dkendig”]
I may be off, but I think the point is to learn to make your scenes using his methods/settings, so using his mats in your already set-up, (your typical final scene) probably would be all wrong.
I can’t talk though, since I still have not had a look at release 1 yet.
[/quote]
Right on, I guess I misinterpreted your previous post;)
256 subdivisions is a normal and standard value when utilizing Vray Correctly.
If you are only using 32 subdivs on shaders, Vrays antialiaser is doing far too much work!
All will be explained in the intro video.
Shit Grant this warez stuff is beyond belief, name and shame the $hithead,
I havent even got a chance to download anything yet, i’m planning to get shuck in early next week.
I hope you stick with it man
T
Its Alllll good!
I look forward to the video. I am sure I have more to learn then I actually know. I try to keep my subdivisions below 24. Now, I do interior and exterior architectural rendering; does the 128 subdivs apply to large scenes?
Think of it like this.
Noise causes large differences from pixel to pixel
Large differences in pixels makes Vrays anti-aliasing job a LOT harder.
So by making sure your materials have enough samples to eliminate noise you are making Vrays job at antialiasing the image MUCH easier.
It just so happens that Vray needs values like 256 to remove noise with glossiness below .8
So what you are left with is a very clean and fast rendering image because the anti aliaser is only working on geometry edges and the edges of specular highlights, NOT the whole image!
Makes sense. So, higher material settings + lower rendering settings = faster and cleaner renders?[quote=“adamf13, post:10, topic:43357, username:adamf13”]
Think of it like this.
Noise causes large differences from pixel to pixel
Large differences in pixels makes Vrays anti-aliasing job a LOT harder.
So by making sure your materials have enough samples to eliminate noise you are making Vrays job at antialiasing the image MUCH easier.
It just so happens that Vray needs values like 256 to remove noise with glossiness below .8
So what you are left with is a very clean and fast rendering image because the anti aliaser is only working on geometry edges and the edges of specular highlights, NOT the whole image!
[/quote]
Glorybound - Some light reading on the subject. ![]()
If by “rendering settings” you are referring to the antialiasing then basically yes. HOWEVER
not all jobs need high AA and this is where Akin and I are on the exact same page.
The annoying thing is, once you figure out the correct material subdivisions to clean a scene and move onto changing the AA settings, you are forced to change the material subdivs again!
Akins thread proposes to unlock the two so you can independently control AA and Sampling, IMO a very awesome idea!
Vray is built by math geniuses and sometimes this comes across in the way the UI is set up.
Is it mathematically a great algorithm? Absolutely as its designed to balance AA and sampling but it’s not great for anyone but users who have a DEEP understanding of how to decouple AA from Sampling.
(Using Akins DMC calculator)
it’ll be my bed time reading ![]()
Trust me, the ONLY time you want to be reading up on this shit is in the morning with a cup of coffee, WIDE AWAKE.
Starting to go OT, but in that post the cleaner render is nearly double the render time, so although it is cleaner it also takes longer which is what I’d expect. Is it a case of “it’ll take longer, but nowhere near as long as doing it incorrectly”?