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Hi' im still trying to create a realistic looking bike light. i have applied a slight bump and specular map to the surface to give the detail in the close up shots but from a distance it give this strange effect.
I have turned the anti aliasing up to 1/4 - 64 but still no effect? is there a way of fixing it?
the right should look like the left? on the image texture below:
read 356 times
1/3/2012 10:43:09 PM (last edit: 1/3/2012 10:43:58 PM)
i think you have the wrong idea. max render engines dont have anti aliasing or texture filtering for that matter the way games do but brute force pixel sampling that does both. Up the ps values until you get the desired result, might take a bunch though since the effect is quite subtle from that distance
read 347 times
1/3/2012 11:11:02 PM (last edit: 1/3/2012 11:11:02 PM)
I think that is some sort of a Moiré Pattern, which is actually pretty normal.
-- David --
read 339 times
1/4/2012 12:02:23 AM (last edit: 1/4/2012 12:03:37 AM)
i played around with the Pixel sampling and originally though that the further apart the min and max were the better but i got a better result when i raised the min up. Im assuming because it isn't trying to render pixels below a that size?
This was rendered at ps: 16/256
read 335 times
1/4/2012 12:09:00 AM (last edit: 1/4/2012 12:09:24 AM)
mr generally does a good job judging the samples required for certain details but sometimes it needs a nudge. These are quite high samples though and quite inefficient render time wise given the impact on the overall looks. You can add a sharp falloff map relative to camera distance to alpha map the bump out and some anisotropy in to get the same exact look from distance with much less samples needed.
read 317 times
1/4/2012 1:21:59 AM (last edit: 1/4/2012 1:21:59 AM)
Cheers stabby i'll give it a go, your not wrong about the render time it has jumped up to over three mins per render at only 480x270!!! ouch!
read 305 times
1/4/2012 8:11:43 AM (last edit: 1/4/2012 8:11:43 AM)
3 minutes is just fine...
read 296 times
1/4/2012 2:08:22 PM (last edit: 1/4/2012 2:08:22 PM)
Also some AA filters, like video, are better than others with moiré patterns.
See bottom of
read 293 times
1/4/2012 2:38:28 PM (last edit: 1/4/2012 2:38:28 PM)
>>3 minutes is just fine...
For that i'd say 10 seconds is more appropriate
read 287 times
1/4/2012 4:10:08 PM (last edit: 1/4/2012 4:10:08 PM)
hi thanx for all your replies,
im really struggling to get the fall off material to work?
i've tried putting the bump into the fall off and i've also tried building a composite texture with the bump map in it and applied the fall off to the opacity but no joy?
i have the falloff type set to towards/away and the viewing direction is (camera z-Aix)
what am i doing wrong as im sure this is really a simple task?
read 280 times
1/4/2012 4:39:30 PM (last edit: 1/4/2012 4:40:13 PM)
much trial and error seems to have fixed it for me, instead of using the camera as the falloff direction i changed it to object and i began to get results :)
read 272 times
1/4/2012 4:52:12 PM (last edit: 1/4/2012 5:03:13 PM)
sorry i was wrong it still doesn't seem to be doing anything?
i just want to create a simple game like shader.
I have a base layer texture with no bump
the same texture again with the bump applied and a falloff map applied to the opacity slot
and another layer on top of that with its own opactiy map for the textures on the side
all within a compsoite material slot
what am i doing wrong?
should it be towards/away with the falloff direction on the camera Z axis?
read 268 times
1/4/2012 5:07:10 PM (last edit: 1/4/2012 5:07:24 PM)
ok now i understand my issue:
my current falloff map is reacting towards/away but using the nearest part of the object as 0% and the furthest part as 100% in distance.
I want it to calculate from the position on the camera to the object so that from a distance the camera cant see the bump map but as it moves closer the bump fades in?
is this possible?
read 256 times
1/4/2012 6:23:15 PM (last edit: 1/4/2012 6:23:15 PM)
stupidly i have just discovered on the distance blend option within the falloff direction that once choosen the option below appears to choose the near and far distance.
it crazy how blind you (well...me) can be when your looking so hard!
cheers for the advice above.
read 249 times
1/4/2012 6:48:38 PM (last edit: 1/4/2012 6:48:38 PM)
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