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improving interior's for uni
show user profile  debodeebs
just creating a thread for only my interior renders rather then asking different question per thread ect

anyways this is without a hdri map and just a daylight system with a direct lighting coming through the patio door way next to the dining table.

read 883 times
4/10/2014 10:21:23 PM (last edit: 4/10/2014 10:24:57 PM)
show user profile  debodeebs
3 things im having trouble with

1. it looks as if its night and day mixed together
2. very hard to control exposure on white walls
3. renders always look flat
read 879 times
4/10/2014 10:26:54 PM (last edit: 4/10/2014 10:26:54 PM)
show user profile  mike_renouf
Give us a bit more of an idea - what render engine are you using?

Materials are your biggest problem here. Generally speaking if you're using a daylight system (either in mentalray or vray or corona) then you'll get fair results if the rest of the scene is set up okay.

Make sure you never use 100% black or 100% white for textures or colour swatches. I'm guessing your walls in this scene are at set far too white.

Make sure that you use fresnel reflections in vray for pretty much everything.

Read up on gamma correction and linear workflow - there's loads of materials out there. You don't have to use LWF, but you will have to do some work in photoshop after to balance things colour/shadow.

read 845 times
4/11/2014 2:08:00 PM (last edit: 4/11/2014 2:08:00 PM)
show user profile  debodeebs
hi mike, no i never use 100% black or white, i am using vray for the engine as for fresnel i normally use it on everything apart from metal
read 824 times
4/11/2014 7:36:28 PM (last edit: 4/11/2014 7:36:28 PM)
show user profile  mike_renouf
Would be interested to see the vray settings and a wireframe screenshot of the scene. That whit wall finish is what I'd try to fix first. The next issue is that I can't tell where your light sources are at all from the render.

read 814 times
4/11/2014 8:21:53 PM (last edit: 4/11/2014 8:21:53 PM)
show user profile  debodeebs

read 800 times
4/11/2014 11:03:44 PM (last edit: 4/11/2014 11:03:44 PM)
show user profile  debodeebs
the vray settings are pretty much low

adaptive dmc
min 1 max 4
iradiance map on very low and light cache is at 400
read 799 times
4/11/2014 11:04:58 PM (last edit: 4/11/2014 11:04:58 PM)
show user profile  debodeebs
just adding test items in to see how lighting and color is getting on, i have also upped the shutter speed so make the room less bright

read 795 times
4/11/2014 11:21:00 PM (last edit: 4/11/2014 11:21:13 PM)
show user profile  debodeebs
had to set my dmc sampler to 12 to get rid of alot of the noise and i have my light subdivs at 128 and the floor reflection to 64 but look at the state of it, surely with just 2 lights i shouldnt need the reflection subs above 64

read 786 times
4/12/2014 12:29:09 AM (last edit: 4/12/2014 12:29:09 AM)
show user profile  mike_renouf
I'll send some comments tomorrow. Looking much better so far though. Don't be afraid to increase max subdivisions to 12 or so.

read 781 times
4/12/2014 12:39:22 AM (last edit: 4/12/2014 12:39:22 AM)
show user profile  debodeebs
ok cheers mike
read 780 times
4/12/2014 12:48:24 AM (last edit: 4/12/2014 12:48:24 AM)
show user profile  mike_renouf
Looks like you're using max's skylight and direct light. I'd suggest moving over to vray sun and sky, or a vray hdri and sun.

Killing the reflections on the window will save you some render time. To be honest you can even exclude the window glass from GI calculations, shadow casting and reflect/refract. That should save you some time.

Unless the wallpaper is metallic or really shiny, then you can probably save some render time buy turning off trace reflections on that material without loosing too much realism

These are just small tips, but they can make your life easier.

Check this free video out too - it helped me to get rid of real headaches:

read 759 times
4/12/2014 2:37:19 PM (last edit: 4/12/2014 2:37:19 PM)
show user profile  debodeebs
thank you mike much appreciated mate
read 739 times
4/13/2014 12:37:22 PM (last edit: 4/13/2014 12:37:22 PM)
show user profile  debodeebs
how do you guy's cope when trying to fix noise in your materials and lighting, it took 17 hours to render yesturday just to fix a small amount of noise in the materials,

here are my settings, all materials that have a small amount of gloss to it has 400 in the subdivs same for the 2 lights

read 661 times
4/16/2014 11:53:32 AM (last edit: 4/16/2014 11:53:32 AM)
show user profile  mike_renouf
Uncheck the use DMC clr threshold. Then you can use a higher value for the antialiasing and you will find that's quicker. You don't need as powerful AA as 0.005, but the DMC does need that to reduce lighting and glossy value noise.
That should help some.

Look at the render passes for lighting, reflections etc, they will help you figure out where you need fewer samples or more.

Also, turn on retrace threshold in lightcache. This will help reduce GI noise, and hopefully speed up the glossy reflection calculation, cos you're using LC for glossy rays .

read 656 times
4/16/2014 12:08:46 PM (last edit: 4/16/2014 12:10:36 PM)
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