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Messages - sebastian___

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My only gripe with Cryengine is it isn't very easy to learn.

What do you mean ? I've heard this before, but the Cryengine editor, at least the old one, was modeled after 3ds max. So in theory and at least for 3ds max users, it should be easier than Unreal.
Unless you meant some other aspects from the engine, or the programing part.

Can someone check and verify if they can select and choose an avi codec when making a preview animation - in an older 3ds max version ?  I always had that option, even many years ago.
Why are they presenting this as something new ?
Am I missing something ?

And now I see it's even in their help for older 3ds max versions.

What about this tutorial ?
It involves 3ds max too .. hmmm and at min 47.20 the guys also uses Corona.

(in the Unity blog post they said a limitation of that method is you can't use visible tiled textures like bricks. The method below works with bricks too)

General Discussion / Re: Too slow to render for animation
« on: 2019-03-25, 20:04:51 »
If the camera is not moving, and if only a certain percent of the image is animated, you can render only that portion and maybe save some time.
Later you can even add a slight 2d general movement in after effects or some freeware video editor.

You can even animate the "crop" or the rendering portion selection - so it will follow the area of the screen where the animation happens. An animation can start as a very small portion of the screen - so the rendering will be very fast, and it can increase in time.
But the final image output will be the final complete resolution, so it will be easy to composite on top of the background. Not sure how clear is what I just said :)
Also if you would have at least a second computer, you can render on one and continue to work on the second one.

Seems like exactly the things I was talking about in this post:
and here

And it seems no one knows or uses the solution with tga pre-multiplied which fixes the white outlines.

(but not sure if the trick with "pre-multiplied" would work in Photoshop, or just in after effects)

Work in Progress/Tests / Re: Fake shadows?
« on: 2019-01-14, 00:59:31 »
That's simple. It's like you said - increase the size of the light source to make the shadow softer. If it doesn't work, just make the light huge. It also matters how high and how far away from the table are the plates.

I think some of the engines, like Arnold, didn't had optimized settings.
Corona won because it's a render engine without settings :) 

Gallery / Re: Silence II
« on: 2018-12-18, 17:19:37 »
But when you resize the window with the picture, somewhere in the middle-left, you get moire effect because the lines are a little too straight. I don't think you would get moire from natural lines of wheat.

I need help / Re: Fire
« on: 2018-12-05, 16:39:16 »
There's a downloadable fire here :
Not sure about the animation and scale.

Gallery / Re: Toy Loco
« on: 2018-12-02, 19:35:53 »
That's a nice render. I like the subtle DOF.

I need help / Re: Blur parametrer (Filtering)
« on: 2018-12-01, 17:22:20 »
My solution for the past 10 years or so was to always deactivate mip mapping or blurring, render at a double resolution and then resize back down with a good algorithm. This method solves the flickering and noise added by too high frequencies added by lowering the texture blur and also improves lots of things in the process, but you're paying with a higher render time. This method also especially improves distant objects and textures and problematic aliasing areas.

General CG discussion / Re: 3DS max general help
« on: 2018-11-18, 14:05:47 »
This guy Arrimus 3D is acclaimed and has an easy way of explaining and has lots and lots of videos with modeling and practical examples on how to obtain mostly everything in 3ds max.

Feature requests / Re: The most wanted feature?
« on: 2018-11-03, 06:50:14 »
Red and high end cinema cameras which look super flat like this :

I think the point of having tone mapping like DSLR consumer cameras is to have renders "ready-made" like the photos we are most used to seeing everyday.

Feature requests / Re: The most wanted feature?
« on: 2018-09-19, 17:07:53 »
Fair enough with Arion user base and maybe Thea Presto also...
But doesn't Vray have a new mode of rendering involving both CPU + GPU collaborating on the same render ?
And I mean as some new type, after Vray v3.5 I think. So this was some new addition, and new way of hybrid rendering. And not just the regular GPU rendering in which of course the CPU will also sort out the geometry and do some 5% processing also.

Feature requests / Re: The most wanted feature?
« on: 2018-09-18, 19:03:56 »
That is another topic. There is not a single renderer on the market that sucessfully switched from CPU to GPU rendering.

I think at least one renderer does this, and probably others too. Arion render has the so called: Hybrid acceleration (GPU+CPU). So you don't have to choose and use two different engines, just use CPU if you want or GPU or both.
And I think I remember reading on the news that newer versions of Vray can do this too ? CPU contributing along with GPU ?

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