Hey folks, so something's been bugging me lately and I'm hoping y'all might just have an answer.
Essentially, I'm rendering in 3DS Max with VRay Adv 3.20.02, and I feel like even relatively simple scenes take a lot longer to render than they should. Granted it seems to mostly be the fault of things like reflective textures (pictured: example) and shadow mattes, and trying to increase the sampling rates a little to avoid heinous flickering in dimly lit areas (also pictured, but still super splotchy), but even so I don't think it should be this... Comment too long. Click here to view the full text.
A nice Intel chip would definitely speed things up, but the way things are going future-wise, you should probably look into GPU rendering instead. Did you even try running this scene in VRay RT on your current card? In terms of rendering power per $, a 980 Ti or Titan X would be considerably faster than similarly priced CPUs, and you wouldn't have to change your CPU/mobo/RAM.
I've kinda shied away from RT just because progressive rendering scares me, but I'll look into it. I'll definitely be doing some upgrading around April or so, and GPU will certainly be top of the list.
Also, you see better looking scenes in even realtime games like The Order or Killzone 4.I mean, you dont even have transparency in the scene and you don't even have correct gamma. Even unreal engine demo scenes like Kite are far more advanced than this, and render at 30fps. You are a noob
I'm looking for tools/plugins to help with with making buildings procedurally, I just need the exteriors ( interiors would be nice but whatever ). I need a bunch of them for a game and I'd rather spend my limited time tweaking procedural buildings by hand rather than doing everything by hand.
I need to 3D print a tessellated wireframe out of a solid (while keeping the outer surfaces ~3mm thick)--imagine this pic but with solid surface faces. Is this best done in meshlab after making the solid .stl?
I want to onion skin/ghost key frames but cannot for the life of me figure out how to select a rig's mesh. I've been searching the net all day. It's not locked out through layers or drawing overrides. Why do riggers lock out the mesh anyway?
Go into the outliner and select whatever mesh you are trying to edit. Then go: Attribute editor>object's mesh tab>object display>Drawing Overrides>Display type. Change it into normal instead of reference.
>>512746 dont really think people would play this, sorry man. dosnt matter how long you put into it if it isnt good. cant make a complete decision on if its realy bad or not, but based on your tralier it isnt good at all.
assets and textures look like free assets off of unity market, only looks a tad bit better than metal of honor rising sun. but you have normal map issues with the guns being see through, all of your UI graphics are stretch out for some reason. everything just looks really bad.
release a gameplay... Comment too long. Click here to view the full text.
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