Max question: One of my meshes are way brighter than the others in the Shaded viewport (pic related/no textures). If I export/import it as an fbx this fixes it but I don't wanna lose the skin data. Anyone had this issue? How does one fix it?
Quick question: How do I make this edge look smoother without adding unnecessary polys? Could this be fixed with normal maps? I'd like to have this in UE4, no idea how it handles smoothing and such, but I don't want it to look blocky.
>>501357 I see what you're getting at, but it's not quite what I want, I think. tl;dr of what I found was "use Edge Split modifier with Mark Sharp", but that seems to be used more for defining sharp edges than softening sharp ones, pic related.
So, I started university this year and I will be focusing on VFX, compositing and filmmaking. The university bought a lot of expensive camera equipment this year and even more next year. 4K, RAW, etc. Now, even though they have all of that shit shit, they aren't even considering getting computers that can handle all of that data. They still have only Imacs, and not even the newest ones. Not a single Mac Pro.
My guess is, that it's smarter to invest a lot of money into a good rig that can handle my own projects, instead of using the shitty Imacs in the... Comment too long. Click here to view the full text.
>>501334 A high end Nvidia GPU will be your primary need, as it accelerates images processing in Photoshop, video in Premiere/AE, and 3D in Maya, Blender, etc...
Arnold isn't GPU accelerated sadly, but there are plenty of other great GPU accelerated raytracers, like Iray (included in 3DS Max and Substance Designer, and integration coming for Maya and other software), LuxRender, VRayRT, Octane, Indigo, Arion, Thea, Redshift, moskitoRender... Arnold is one of the few that hasn't moved to GPU yet, and is kind of... Comment too long. Click here to view the full text.
>>501337 To be honest, I have been focusing on Arnold lately because it's the easiest way to get photorealistic results with as little setup as possible. But I guess you're right.
Is 64gb of ram overkill, or is 32gb enough?
Also, Nvidia announced their new architecture for next year, where they claim that graphics cards will easily be able to have 12 gigs of vram, instead of the usual 2 or 4, at an affordable price. It's a good idea to wait and see about that, right?
>>501340 If you are willing to wait until around Feb-April, then yes I would absolutely recommend waiting for their Pascal architecture coming up, it's going to be a much larger performance boost than we usually see in new GPU generations. And you'll get more VRAM for your buck. The Titan X does have 12GB of RAM though, so you wouldn't be terribly off.
As for your system RAM, 32GB is going to cover you for pretty much anything you throw at it unless you're rendering some huge Dreamworks level environment.... Comment too long. Click here to view the full text.
In Blender, how do I get a texture to repeat on each face precisely rather than stretch over the whole mesh?
Whenever I type my question into Google, it comes up with stuff completely different from what I want no matter how I try wording the question. One square in terrain == one copy of image, is what I'm looking for.
Trying to set the standard of outdoor/fall/rock look. All trees were bought, so I kind of cheated, but the rocks were hand made with Zbrush, and texturing was basically painted on. Made in 3ds max, the project itself takes around 7 minutes to load. Renderer used is Vray 3. Everything is 2x scale, textures are at 4k minimum.
I'm working on a small project in Blender3D. It's supposed to be viewed in the Google Cardboard VR glasses.
Using the 'Views' and the 'Stereoscopy' functions I was able to achieve the result you see here in the pic. I can't figure out the barrel (lens) distortion though. Mainly, how much barrel distortion am I supposed to go for? How should I apply the distortion?
Also, since I've already rendered out the whole video without the distortion, I'm thinking of adding it in post in AfterEffects. Again, any idea about how... Comment too long. Click here to view the full text.
Does Blender have a MR/VRay equivalent? Everyone uses cycles but doesn't bother to render enough passes to not look like shit. Are you actually OK with those shadows? I get that it's not a final shot, but can't you just leave it to render for 5 mins?
Listen guys, I know what you're saying. But this project is a free demo for a client that just wants to see the VR in action. I really don't want to allocate more than the very basic resources for this right now.
Also, I just want to know about adding in the lens distortion. I can always improve on the render quality later and actually put some effort into the scene when I actually get the job.
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