I second this statement. Please, a vid tutorial would be great!Elvissuperstar007 wrote:Can you write a video tutorial on the skin, to show what textures to load?
I've never done the skin
Search found 23 matches
- Thu Feb 07, 2013 5:52 pm
- Forum: M is for Metaverse Gallery
- Topic: Human skin renders
- Replies: 8
- Views: 7012
Re: Human skin renders
- Thu Feb 07, 2013 5:45 pm
- Forum: M is for Metaverse Gallery
- Topic: House!
- Replies: 6
- Views: 2833
Re: House!
Very cool. I like the style and lighting. A bit more DoF would go a long way with this. It would help sell the scale a bit more and hide some of those artifacts in your back plate.
- Thu Feb 07, 2013 5:43 pm
- Forum: M is for Metaverse Gallery
- Topic: animation for client
- Replies: 13
- Views: 4683
Re: animation for client
Nicely done! Very clean.
- Mon Feb 04, 2013 6:37 pm
- Forum: M is for Metaverse Gallery
- Topic: Portrait of innocence
- Replies: 24
- Views: 13549
Re: Portrait of innocence
Wow! Your work is amazing. I am continually amazed at the quality of renders you put out. I don't know if you have posted it already but I'd love to get a detailed look at your material shader settings for these scenes.
- Mon Feb 04, 2013 5:15 pm
- Forum: Autodesk Maya
- Topic: OctaneRender® for Maya® v1.02b beta [OBSOLETE]
- Replies: 72
- Views: 36215
Re: OctaneRender® for Maya® v1.02b beta [CURRENT]
Yeah, that's what I think. Unless I hear otherwise from official sources.RickToxik wrote:no I'm sure like ypolyz said the attribute is "exposed" in maya but not implemented yet.
http://www.facebook.com/photo.php?fbid= ... =1&theater
- Mon Feb 04, 2013 5:09 pm
- Forum: Autodesk Maya
- Topic: OctaneRender® for Maya® v1.02b beta [OBSOLETE]
- Replies: 72
- Views: 36215
Re: OctaneRender® for Maya® v1.02b beta [CURRENT]
There is a "matte" attribute in the octane diffuse shader, but I can't get it to work neither...
I just took a look. I'm at a loss too as to what this feature actually is. If I knew what it was supposed to be doing then maybe I could troubleshoot it a bit more. If anyone figures it out. Be sure ...
I just took a look. I'm at a loss too as to what this feature actually is. If I knew what it was supposed to be doing then maybe I could troubleshoot it a bit more. If anyone figures it out. Be sure ...
- Mon Feb 04, 2013 4:56 pm
- Forum: Autodesk Maya
- Topic: OctaneRender® for Maya® v1.02b beta [OBSOLETE]
- Replies: 72
- Views: 36215
Re: OctaneRender® for Maya® v1.02b beta [CURRENT]
Could this be the Shadow Matte Catcher feature? I'm not sure if it's been implemented yet.RickToxik wrote:There is a "matte" attribute in the octane diffuse shader, but I can't get it to work neither...
- Mon Feb 04, 2013 4:06 pm
- Forum: Autodesk Maya
- Topic: OctaneRender® for Maya® v1.02b beta [OBSOLETE]
- Replies: 72
- Views: 36215
Re: OctaneRender® for Maya® v1.02b beta [CURRENT]
??? I really don't understand what you are asking.ypolyz wrote:please, help me, how work matte attribute?
- Wed Jan 30, 2013 6:13 pm
- Forum: Autodesk Maya
- Topic: OctaneRender® for Maya® v1.02b beta [OBSOLETE]
- Replies: 72
- Views: 36215
Re: OctaneRender® for Maya® v1.02b beta [CURRENT]
Yes I use Maya 2011 64bit.
Maya 2011 does not support adding the attributes to already existing classes of objects in its API. This feature appeared starting from Maya 2012 . So, it is the reason the "mesh" and "subdiv" classes of objects do not create this attribute automatically when you create ...
Maya 2011 does not support adding the attributes to already existing classes of objects in its API. This feature appeared starting from Maya 2012 . So, it is the reason the "mesh" and "subdiv" classes of objects do not create this attribute automatically when you create ...
- Wed Jan 30, 2013 2:28 pm
- Forum: Autodesk Maya
- Topic: OctaneRender® for Maya® v1.02b beta [OBSOLETE]
- Replies: 72
- Views: 36215
Re: OctaneRender® for Maya® v1.02b beta [CURRENT]
If I right understood, you still use Maya 2011? x32 or x64?..
Yes I use Maya 2011 64bit.
What I'm wondering is. Is octane recognizing my instances and loading them into the GPU accordingly? Or Is it just loading extra copies of my object therefore putting more load on the GPU than is necessary ...