There is a workaround that might help you that I always do to export the scene to standalone as mesh instances.
Create your forest.
Duplicate and save out the forest object just case for backward alterations.
Unhide and Unfreeze the source meshes in the layer forest_templates so you can select ...
Search found 5 matches
- Tue Oct 06, 2015 9:56 am
- Forum: Autodesk 3Ds Max
- Topic: forest pro 4.4.1 - materials
- Replies: 6
- Views: 4945
- Thu Jul 09, 2015 2:42 pm
- Forum: Autodesk 3Ds Max
- Topic: light in GLASS REFLECTION - WHITE NOISE hot in GlASS
- Replies: 3
- Views: 3913
Re: light in GLASS REFLECTION - WHITE NOISE hot in GlASS
Hi,
I'm glad you resolved the problem. While having Coherent Ratio at max (1.0) is good for still images as your render time will be a bit faster but I wouldn't recommend it for animation. It would cause your video sequence to be flickering if you don't have enough sample passes.
Cheers,
I'm glad you resolved the problem. While having Coherent Ratio at max (1.0) is good for still images as your render time will be a bit faster but I wouldn't recommend it for animation. It would cause your video sequence to be flickering if you don't have enough sample passes.
Cheers,
- Sun Jul 05, 2015 11:52 pm
- Forum: Autodesk 3Ds Max
- Topic: light in GLASS REFLECTION - WHITE NOISE hot in GlASS
- Replies: 3
- Views: 3913
Re: light in GLASS REFLECTION - WHITE NOISE hot in GlASS
Just increase Filter Size in the Kernel to something like 1.2 or 1.3 and in Imager decrease Hot pixel removal to 0.7 or 0.5. Try to play around with these numbers.
In Corona you know how to increase the ray depth. You might need to do the same by increasing Specular/Glossy Depth in Octane for ...
In Corona you know how to increase the ray depth. You might need to do the same by increasing Specular/Glossy Depth in Octane for ...
- Mon Jun 29, 2015 1:02 pm
- Forum: Autodesk 3Ds Max
- Topic: material converter - all faces turned black
- Replies: 4
- Views: 1816
Re: material converter - all faces turned black
Hi,
Make sure your viewport is "Shaded". If the material is textured also make sure that in your Material Editor the map for diffuse materials is turned on with "Show shaded materials in viewport". You will need to do this for every material with textures in order for them to be visible in the ...
Make sure your viewport is "Shaded". If the material is textured also make sure that in your Material Editor the map for diffuse materials is turned on with "Show shaded materials in viewport". You will need to do this for every material with textures in order for them to be visible in the ...
- Mon Jun 29, 2015 12:45 pm
- Forum: Autodesk 3Ds Max
- Topic: [noob] normal map?
- Replies: 2
- Views: 1879
Re: [noob] normal map?
Hi,
You can use it as "rgb image" under Normal Node of your materials.It is very similar to Bump Map. Programs such as Pixplant can generate normal maps from given texture maps.
You can use it as "rgb image" under Normal Node of your materials.It is very similar to Bump Map. Programs such as Pixplant can generate normal maps from given texture maps.