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©2007-2009 *kheng
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Submitted: February 16, 2007
File Size: 403 KB
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Resolution: 1152×864
Comments: 51
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Testing Vray.
3mins render time (not sure if that included the 1min prepass)
Vray is quite nice, but i had a few issues.
1. My Raytrace reflection/Refraction material was totally off due to VRay not supporting that. I replaced it with a VRAYHDRI but it just wasnt the same
2. The shadows look nice, but the background shadows seem to look wrong (not dense enough?)
3. Render settings. Theres about a million options and I have no idea how to use them, like if i should use photon map, irradiance map, quasi monte carlo or light cache. At the moment im just using an irradiance map (very low, or else it gets really slow!) for primary and none for secondary (speeds it up)

On the up side, DoF using camera effects only takes about 2 hours to render compared to 4 hours with default scanline! Looks like I have alot of learning to do on how to set up lights, VRay materials and render settings :sigh:

EDIT: fixed the background shadows. Was a problem due to the hotspot of my sunlight system :x
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Looks Sweet, and im happy u included the wire frame for it. But looking through the wire frame, there are places where u put way to many when its not needed, but overall from what i see close up you have some very precise geometry as well. Best thing to do is keep it consistent through and through. If i don't pay attention to those little things, man this is awesome!!!

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I say it the way I see it
this is great

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The approval rating is high.
So, someones gonna die!
hm yea, that is why i was looking for a LOD plugin where max would auto optimise according to # polys used and distance from the camera :D
The crane model is more detailed because that was my original concept, the rest was just an afterthought :)

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think this gets better now. but you have lost structures on the surfaces. i simply would try a sunlight like you already use for hard raytrace shadows and an enviroment for example a dome or something to simulate shadows casted by the sky. i wouldnt use indirect illumination at first. try to fake indirect illumination by setting up a falloff map in the reflection channel and then for the white channel of the gardient you simply map a vraymap. this is a very fast raytracer which can handle with a high count of polys

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i took another view to it. think you cant get around indirect illumination. try to play with the sample ratio for the photon tracing options. it is set up in min to max rate. you should try something like 0/+2 or -1/+2 just play around with the parameters and look how the renderings changes and how it affects the time. for this still image you can use photon map or irradiance both are fast in the end for what they do. try to change the count of photons which are emitted from the light try to set it up for a good look and a good time at the same time. when you want to animate an camera movement you can later save your photon map and do not have to simulate photo light for every frame so this is a good solution for indirect illumination.

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b a i l s--------> account[link] / gallery[link]
PLEASE CHECK OUT -->typograFREAKS[link]
Neat! really neat. Id love to see this thang textured :D
Let me give you some advice... go and get brazil r/s ;)
ok, ill test it out. Thanks for the tips

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at 0/+2 it takes 4 hours just for prepass lol! >_<!

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man! n1

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