The easiest way would be to go into the VRay settings set the color threshold to something absurdly low (e.g. 0.0001 or lower) and up the max samples to 100. The result will be noise free, but will take ages to render.
The smart way is to render out the lighting and reflection passes to see what needs fixing. Noisy reflections = increase subdivs on the materials. Noisy shadows = increase subdivs on the lights.
Once you've done that you can try fiddling with the sample rate/color threshold values in your VRay settings to optimize render times.
>>508120 put portal lights in front of the windows so they let more light come in.
to reduce noise decrease the threshold and increase the max subdivisions in the "Antialiasing" tab in Vray settings. I used to go with 15 subdivs and 0.001 threshold, but the render times got too long and i started rendering in a larger resolution with 32 subdivs and 0.01 threshold and then scale the picture down so it looks less noisy.
your picture isn't that noisy tho, it looks fine to me
So I played a D&D campaign with my older brother and his buddies, it was my first time playing and there was a fight with 4 gargoyles in an arena. It was really fun and I want to remake the fight in blender. I just started working on characters. This is a half elf druid.
I'm posting because I'm an amateur with cg and would like guidance. It is gonna be low poly and it doesn't need to be crazy polished, but if I can capture the events from the game and some of the funny moments that happened, that's all I need.
>>508040 It sounds simple right? Model then animate it, super simple! Wow! It's really not, if you haven't rigged before in your life, prepare yourself for a new level of FUN Concept it (which I reckon would have been established since you're getting characters from your campaign), model it, UV it, rig it, animate it, render it, composite it, then you're done. Oh also environment modelling, UVing that, lighting the scenes, deciding what passes to render, etc.
It may sound simple, and it is to... Comment too long. Click here to view the full text.
How do you rig, pose and perhaps also animate living slimes, jellies and other marco-sized amoebas?
What is, i nyour opinion the optimal pipeline for doing a lot of stills of an amoeba-type creature? Let's say you're making a D&D themed comic and these critters pop up constantly. Would you concede going all the way back to the modeling software and remaking the base model for every take?
>>507531 Just model a blob, rig it and animate it. If you want some dripping and melting effect you just make an animated material. If you want it to actually change forms and such I think you have to use blendshapes.
I remember there was a program called "Source MDL compiler" and it was a web based service. It would turn .smd files straight to .mdl files ready for Source and would even generate .vmt and .qc files. There was no effort needed. Now I have no idea where it went because the web domain was bought out. So either I need to find its relocation, assuming it is still around, or find an alternative that does pretty much the same.
shit has built in sculpting tools now?!!! it's that time of night where i think "maybe I will start a blog about how I stopped pirating software and became a true opensourcer" and then i realized how dumb that sounds and also that I would have to use GIMP and that's not happening.
Hey /3/, I'm somewhat new to all of this, and need a little guidance. I aspire to make low-poly models, like the one seen in the image, for mobile games and the like.
My main question is why are the tracks divided into tris like that, rather than using 3 polys? I just found it odd, because it seems like it's just a flat surface, so why not make it simpler and use rectangles instead? Is there any sort of benefit to either?
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