Recent Work and the Dreaded Night Shot :::
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another stunning group of images free. The models and renderings are impressive in their own right, but what you do with your images in post production is stunning. Keep up the great work.
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for the night shot i used a hdri made from a sky map from cgtextures (for GI and Background), and used rectangle lights in the shops, for the day shot i used vray sun and sky only, no physical camera (dont really see the point)for either image, and using LWF (gamma 2.2)
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I presume you are new to Max( might be wrong ). How do you find Max on scale 1-10 if you are new to it and especially Vray fot Max. Do you find it works same or ?
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WOW... speachless yet again!
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@unknownuser said:
for the night shot i used a hdri made from a sky map from cgtextures
How is this accomplished? Do you save out the same image from photoshop with multiple exposures and combine them in HDR shop or another program? In what situations do you find it better to use physical camera vs. not using it? I'm assuming you used it for the night shot? Did you have to adjust the speed settings to allow more light in as you would with a SLR camera?
Sorry for all the questions....still striving to wrap my head around your results~!
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PERFECT!
One heals envy runs by my old veins...
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Sepo: Max is alright, i dont really want to be using a auto desk product but it is an industry standard, so best take the plunge, i have alot of issues with max's display, but i believe it only bugs out like this with imported meshes, otherwise its a whole other world of new things to learn, and vray is vray so yeah works the same, however getting the sun to work as well as SU is a mission at the moment and i prefer VRfSU material editor
Earthmover:do u mean the HDRI or the final render? i made the HDRI in photoshop by converting the image to a 32 bit image then saving as a HDRI, i never use physical camera at all. and no worries ask away.
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Inspirational work Free agent, congrats!
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@unknownuser said:
Sepo: Max is alright, i dont really want to be using a auto desk product but it is an industry standard, so best take the plunge, i have alot of issues with max's display, but i believe it only bugs out like this with imported meshes, otherwise its a whole other world of new things to learn, and vray is vray so yeah works the same, however getting the sun to work as well as SU is a mission at the moment and i prefer VRfSU material editor
Earthmover:do u mean the HDRI or the final render? i made the HDRI in photoshop by converting the image to a 32 bit image then saving as a HDRI, i never use physical camera at all. and no worries ask away.
That helps Sean thanks. I think once you get used to the Max material editor you'll like it better. Just the fact that you can drag different materials and their attributes around and instance or copy them into other slots is such a time saver. So are the scrolling sliders and the instant material preview update. All things that would nice to implement in VfSU.
Man, I've always used physical camera thinking that was going to yield crisper results. Looking at your clean results, I must change my strategy a little.
One other question for you. Do you change the bitmap filter for your diffuse images at all? Default for Vray4Max is Pyramidal and for VfSU is Mip-Map. I read on another forum that using Summed Area for textures applied to horizontal surfaces is better because they won't get as blurry off in the distance and it especially works well when using displacement maps. Your materials always look so crisp, just wondering if you used this technique.
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i agree the material editor is more advanced but there are things left out (that are in the standard materials though) like opacity control, and emmisive layers, i wish i could make glass without using refraction and without using a bitmap to control opacity, silly really.
i used to use physical camera until i started working at a 3d company, funny how that works.
and ive never looked at bitmap filters but that summed area looks like the answere to one of my many autodesk/vray problems
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Sean,
If you want to make glass without using refraction, then just apply a Standard Max material and use the opacity and specular controls. Vray renders standard materials very well.
Also using VrayLightMaterial in max is the same as using and emmisive layer in V4SU, I believe.
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