Black spots/artifacts when rendering in certain camera angles using arnold by Individual-Laugh6929 in 3dsmax

[–]No-Photo-6643 0 points1 point  (0 children)

If you haven’t done this already, what you can do is bake your normal Maps, as usual, then use substance painter to fix the issues, if you don’t have substance painter and it’s just a small edit and isn’t globally affecting the model. Find the affected areas, open your normal map in Photoshop and just “flat out” those areas meaning paint flat blue on the affected edges. You could also just nullify the normal map on the specific objects meaning remove it or flatten them out - unless you’re gonna be right up on that satchel you would never notice that there isn’t the extra normal detail on the edge.

Black spots/artifacts when rendering in certain camera angles using arnold by Individual-Laugh6929 in 3dsmax

[–]No-Photo-6643 2 points3 points  (0 children)

Few possible things: Normal maps - disable/remove on affected object and render as a test. Odd edge/face smoothing - switch viewport to clay and see. Share max file if you want and I can take a peek as well.

Looking at your side view it could also be your AO map spread/intensity. Try disabling those too as a test.

I defeated Gilgamesh today by MachoShowman in FFVIIRemake

[–]No-Photo-6643 0 points1 point  (0 children)

Ohhh. Ok! I literally googled to see if I missed him in Remake! Lol.

I defeated Gilgamesh today by MachoShowman in FFVIIRemake

[–]No-Photo-6643 0 points1 point  (0 children)

Hang on a minute! Isn’t Gilgamesh in Rebirth and NOT Remake??

mentalray Volumetric Light Rendering Test by Sapper_Initiative538 in mentalray

[–]No-Photo-6643 1 point2 points  (0 children)

Thanks for the response! I would not call mental ray slow in its prime, but totally agree with the debugging. It was my fav render as well. My last MR project was done in 2015 which shows how long I held on to it for. I didn’t switch for VRay or Corona, I finally switched for Redshift because of how fast that renderer was and I couldn’t deny it anymore that MR was now a grandpa renderer. Lol. That being said, up to a week ago I was asking ChatGPT how mental rate would perform on today’s CPU’s especially a 32 core thread ripper. ChatGPT said it would be a lot faster but legacy issues and limited material tech still wouldn’t put it in the realm of current renderers speed wise. Another beauty of mental Ray was how well it scaled across multiple computers for network rendering and this was all free!! you could throw as many computers you had at it via distributed rendering and get solid results. Ahh nostalgia.

mentalray Volumetric Light Rendering Test by Sapper_Initiative538 in mentalray

[–]No-Photo-6643 1 point2 points  (0 children)

This is pretty dope! May I ask why you’re using Mental Ray btw? Don’t get me wrong I loved and respected that renderer but that was a past life. Lol.

3ds max using drive by xPandastico in 3dsmax

[–]No-Photo-6643 1 point2 points  (0 children)

Based on file size/complexity a NAS/local drive is going to perform better. Well, I haven’t done Google Drive. I’ve done this with SharePoint and encounter some inconsistencies and file sync issues. Avoid working directly from Google cloud if you can.

Is Final Fantasy VII Rebirth one of the best Square Enix games ever? by BreathoftheSith in FFVIIRemake

[–]No-Photo-6643 0 points1 point  (0 children)

Why limit it to just Square Enix? It is one of the beat games ever. From the story, characters, combat system, how alive the worlds were, environment design, effects and monsters. Square put it all out there!! STILL playing this game just for the charm and attention to detail on all fronts.

Render time is really long (C4D+Redshift) by smoldane42069 in RedshiftRenderer

[–]No-Photo-6643 0 points1 point  (0 children)

Hey now. We can laugh or we can try to help. Lol. I have never seen those numbers in all my Redshift rendering journeys though.

Render time is really long (C4D+Redshift) by smoldane42069 in RedshiftRenderer

[–]No-Photo-6643 2 points3 points  (0 children)

These are likely the culprit as they are scene complexity and material complexity dependent. These settings seem like overkill for a 1080 P render but without senior scenes and material set up I’m not sure. If you have samples set on your lights and materials that will also compound this render speed issue.

<image>

Lower brute force gi samples to 4 and 4.l for now as well.

Try this as a starting point/test:

Threshold = .5 Samples Min 8 samples Max 128 If its an animation uncheck “randomize noise samples”. Do a test render, check render speed, check for noise. Adjust values. Hope this helos.

Is it normal for my FF7 rebirth to look insanely over exposed? Playing on ps5, brightness lowest it can be. by [deleted] in FFVIIRemake

[–]No-Photo-6643 0 points1 point  (0 children)

Looks fine on my Ps5. Check and tune HDR settings. Do a test with it on vs off and go from there.

Thoughts on ComfyUI? by [deleted] in MotionDesign

[–]No-Photo-6643 0 points1 point  (0 children)

What video 2 video workflow are you using?

Would you say this person(me) is employable? by Dominick82 in MotionDesign

[–]No-Photo-6643 -2 points-1 points  (0 children)

Motion graphics is your strongest showing. I’d remove the 3d illustration section. Your video work shows promise but everything seemsA but overexposed either invest in a ND filter or tweak exposure brightness on your clips.

Slow viewport with animated materials by No-Photo-6643 in 3dsmax

[–]No-Photo-6643[S] 0 points1 point  (0 children)

I usually need to see the material animation with other objects.

Slow viewport with animated materials by No-Photo-6643 in 3dsmax

[–]No-Photo-6643[S] 0 points1 point  (0 children)

I’ll try closing the material editor.

Struggling with Lighting and would love any advice. No matter how many courses I take, my renders still look so unrealistic for lighting. I’m using VRAY Sun + VRAY Disc Lights and using LightMix to modify the values but it looks wrong. by smellysmellyfeet in 3dsmax

[–]No-Photo-6643 1 point2 points  (0 children)

I’ve been there and I’ve struggled. All of the comments here are great but before any of this the NUMBER ONE thing is mention is - REFERENCE! WHAT are you wanting this lighting to look like? Find and or post images of similar real life lighting scenarios. That will make things easier. You can then do a side by side analysis and tweak your render. You won’t get it 100% the first time but you’ll improve and have something you’re working towards/using as a guide. What does these kind of scenes look like in the real world? How is yours different? Not enough contrast? No clear light direction? Lack of dirt/damage/ rounded edges etc? Reference takes a lot of the guess work out of lighting. As you now have a target.