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  • Material Question

    Extensions & Applications Discussions extensions
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    FrederikF
    @starwarsknower said: I know I'm asking for alot of help here, but one more thing, how do you customize shinyness and translucency and stuff using the material editor, i can change the colour and thats about it. I suggest that you download and read the Kerkythea Material Editor Guide... Although it was made for KT2007, basics remain identical in KT2008... I will also suggest that you look at some of the various materials to learn how they're made and then tweak them to the need you have for a particular scene... @starwarsknower said: EDIT: And I dont understand the readme, it is all jargon and complicated. I assume that you're very new to renders and render techniques... You may call it jargon, but we're only using the standard terms used within this business... If you select another render engine like Maxwell, Vray, Indigo and others, you'll learn that they all use the same jargon, terms etc... Please believe me when I say that once you learn these terms and get more familiar with renders, it's not that complicated...
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    S
    Sorry if that came out wrong, I didn't mean to call the guy an idiot, what I meant was it's stupid not being able to have materials on the model.
  • Noise

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    J
    Try using an unbiased render method. I suggest Metropolis Light Transport for interior and product renders.
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    thomthomT
    Note, you have to completely separate all the geometry, including hidden lines to a group or component in order for displacement to work. If there's some other geometry attached with a different material then displacement won't work.
  • Hey, new to kerkythea

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    Check out my DevantART I made for my renders, and please comment on them http://starwarsknower.deviantart.com/
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    Al HartA
    You should go to: http://www.renderplus.com/pdf/download.htm to get the latest version of IRender nXt - HH01a. (You mention the preview window. That is no longer used in the latest version of IRender nXt - so it is possible you are using IRender V2.0, or an earlier version of IRender nXt) We have not had any crash reports with this latest version (although it is always possible that we will see some crashes) If you still get crashes with this version, let us know, and send your model to [image: Support-email.PNG] if you can so we can try it here. (Usually are crashes are not related to OpenGL settings. They are more likely caused by large models, and with some problems we have been having extracting the data properly for the renderings.)
  • Podium for Mac released.

    Extensions & Applications Discussions extensions
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    O
    Downloading now! Thanks guys. It's like Christmas a little....
  • MAC Version released

    Extensions & Applications Discussions extensions
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    mariochaM
    Great work ! many thks
  • NPR tools

    Extensions & Applications Discussions extensions
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    tinanneT
    Yes, I am very excited to see what this can offer
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  • Vray materials compatible with podium?

    V-Ray render plugins extensions
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    R
    No need to double post the other thread: http://www.sketchucation.com/forums/scf/viewtopic.php?f=41&t=11771
  • Podium materials

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    S
    You can't use mat definitions from other renders.
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    K
    Chema (Fryrender developer) answered me you can e-mail him when you have questions or issues using the demo. To my question to create a seperate demo section on their forum, he told it is not planned. (unfortunately ). So I suggest filling their e-mail box with questions untill they have enough and do make that section after all.
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    jujuJ
    @solo said: David, I posted this http://www.sketchucation.com/forums/scf/viewtopic.php?f=40&t=8446&start=15 in another thread you replied in regarding rocks, attached is a zip file with two images. One image is the texture/image and the other is the clipmap/alpha of the above thread rock garden render, I hope this helps. The original image is pure 3d model and once rendered I extracted the alpha channel to create a clipmap. I am compiling a whole series of clipmaps for Podium 2 (they will be in .png format as the new engine will recognize .png) and they will include flower beds, trash, debris, trees, shrubs, etc (everyday stuff) Unfortunately it will be about three months before I and P2 will be done. [off topic]Thanks for that little gem right there![/off topic]
  • Need help: VRAY Techniques

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    N
    Ok Be mindful of these tips. Do not use QMC. QMC calculation is the most exact yet the slowest. When using IR engine (say-5, -3) calculate faster but be aware of light leaks. when using IR engine, set up at least one Vray rectangular light (invisible) beyond the camera with low multiplier. This will act in certain way as fill light but at the same time areas will smoothen your image. (see my WIP tutorial at asgvis on this). Edit: adjust also in order to prevent artifacts set the QMC adaptive sampler to 0.85. Use Light Catche as your 2nd engine. the Default 1000/ samples .02 size/ make it 600 and samples 5 for quick review (a bit blurry but quicker) for final use .02 size and higer samples . Be sure you tick the glossy box something. Now its always advisable to save your IR and LC and reload them. so if you rerender again your image, vray wont calculate those things anymore and it will go direct to rendering. Also saves on the memory used in the final render process...very advised for HiRes Under global switches, turn off default lights and hidden lights. Its better always to override sun's parameter. Image Sampler... Adaptive Subdivision is often quicker than Adaptive QMC (most of the time, but not always. Adaptive subdivision with -2,1 is very quick. Antialiasing off. jsut use it for final render. If you are using Adaptive subdivision of -2,1, antialaising on is still quick. NOW this is the culprit... QMC noise threshold.. the lower the noise threshold the longer render time.. use default for test. final is may .005-.007 Lighting. the more lights yo have the longer render time Blurry reflection renders longers. the higher subdivision the more longer time Shadows... more subdivision more smoother, but longer render time BUMPS are easier to use, takes shorter time to render than Displacement. jsut use displacement if necessary. For final render, re-start your computer. this clears up memory from all of the different programs that wind up running. Damien of sgvis suggested even, if you really want to save as much memory as possible, then go through the programs that are loaded at startup and remove the ones that are unnecessary. Alway purge your file. all thsoe extra files takes space of yur memory, Damien added explode as many components as possible. Nested components might cause issues, and components also take longer to work with when reading the scene from SU. (dont explode the faces you want to apply displacement, displacement wont occur) displacement will only occur on only on Group objects or faces) Dont use caustic. calculation of caustics takes longer Glazes. avoid using double glazing.. cause refraction will be calculated many times. (But if you use sometimes single glaze, refractions are not really correct) Translucent materials takes looooooooooooooooong time to render. turn off sketchup shadow, outliner and all those extra windows in Sketchup during render time. (outliner is a big culprit) Use track mouse during render time. (Only test an area that you are concerned about- dont overdo it) point your moude to the area you want to see first. it will definitely save time. there are some more of course.. but i think 20 is enough. Now again its render time against quality. If you want super quality image, it will really takes longer render time.
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    Z
    I might be using CryEngine right now for visualizations if it weren't for the fact that they won't spell out their licencing costs. The Architecture portion of their licencing website still says "Coming soon", it has for several years now. One thing to keep in mind is that CryEngine requires a hefty graphics processor for real time playback, meaning you usually can't just pack a file and send it to a customer. Unity Pro is becoming more and more attractive as they add features, you pay them $1500 once and your good for life, no other fees ever. It also works on WebGL, iOS, and Android. UDK has a $2500 per seat per year licence for anyone using UDK for in-direct income projects, and $99 per direct income project. +25% of any revenue related to the UDK software after $50,000 in sales. UDK also can build for iOS and Android.
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    Al HartA
    We have uploaded the new version of IRender nXt, HH12a. You can download a copy from: http://www.renderplus.com/pdf/download.htm This version fixes a bug which prevented models using Object Properties from rendering properly. It also fixed some problems with the balance between Ambient Light and Natural Light See: Object Properties: http://wiki.renderplus.com/index.php?title=Object_Properties See: Ambient Light: http://wiki.renderplus.com/index.php?title=Ambient_Light
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    T
    Gotcha :`) sorry if you thought me serious.
  • Problems with RPS 3D PDF

    Extensions & Applications Discussions extensions
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