Tuesday, 25 August 2009

New AMD Graphics Cards Sept 10th



Hopefully it will have a few features/enhancements for the DCC market and not just games.

Monday, 17 August 2009

Quick Tip(s)

1) CMYK jpegs don't work in max/mentlray/mw - cause crashes.

2) Don't use User Paths to force max/mr to find maps, use proper addresses (absolute if possible).

3) use uncompressed TGA/TIFF/PNG rather than JPEG where possible. (for speed, so renderer doesn't have to decompress them)

Tuesday, 11 August 2009

Vray RT Siggraph Demo









This is quite something...

Max 2010 SP1 is out











Make sure you grab it asap. It fixes the background processor/RAM usage issues, so you can now use your PC while rendering. Nice of AD eh?

Maxwell Tips









I've been using Maxwell Render on and off for several years now but have only just moved on to 1.7.1 recently. Here are a few tips and workflow methods I've picked up on my travels:

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sky preview in design 2010:

The sky preview can be enabled in any 3D Max Design version by doing the following:

1. Close any instance of the 3D Max Design.
2. Open DXManager.ini from C:\Users\\AppData\Local\Autodesk\3dsMaxDesign\2010 - 32bit (or 64)\enu\plugcfg\ and set ManagerEnabled=1.
3. Start 3D Max Design.
4. In the MaxwellRenderer settings, click on the Sky Preview checkbox.

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general tips:

- keep scene near origin. further away from origin = less accurate lighting

- keep emitter polycount low

- disable motion blur on all objects (set to "none"), use "per object basis" on all objects for displacement to work

- always use custom glass material, wizard mat or AD mat don't work

- no crop, use region instead

- don't mirror emitters

- don't mirror instances

- generally don't use instancing (renderer general settings)

- 242!!!! (value 0.95), set exposure JUST below bloom point, so brightest 242 = 242 in render.

- ND 99 (or less than 100!) for walls and pretty much everything

- turn off caustics

- stick with 2.2, 0.8 toning

- use 100% lambertian walls (roughness 100 does this)

- hide what is not visible

- ref 90 is a brighter derivative of ref 0 - ALWAYS brighter, but must be different, never use white unless you want dusty effect

- for ALL texture maps, use a brigher derivative version of same map for ref 90

- base ND = 8, not 3

- base roughness = 80-85

- in "normal" layer mode, must not exceed layer weight 100. in "additive", combination can go to 200, but no higher.

- ND 5-40 for most reflective surfaces, shiny

- ND 20-200 for most rough metals

- cloth, wood etc - use 80-95

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clip maps:

- disable image filtering for transmittance image

- avoid screen mapping

- use nd = 1, roughness = 100


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emitters:

- side of emitter makes difference to attenuation/reach but not brightness/luminance

- hide invisible emitters!

Autodesk Connection Extension is out

Autodesk Connection Extension is out:










- SKP import (works well!)
- Streamlined Compositing with OpenEXR
- Enhanced Interoperability with Design Data
- FREE ImageModeler and MatchMover

Available through Subs.