Search found 74 matches
- Fri May 29, 2015 11:12 am
- Forum: Help and Tutorials
- Topic: Network render issue
- Replies: 9
- Views: 5362
Re: Network render issue
And local rendering a sequence no issue's...
- Fri May 29, 2015 11:10 am
- Forum: Help and Tutorials
- Topic: Network render issue
- Replies: 9
- Views: 5362
Network render issue
Hi Guys, I'm having a problem when rendering on the farm. Here are the specs: 1. Lightwave 11.6.1 2. Kray 2.5.9 3. LW Instances in scene 4. BNR (Paul from butterflynetrender is also checking this error) 5. Scene has a GI cache Error: 1. Slave renders a frame, no problem 2. Slave starts on second, is...
- Fri May 29, 2015 11:06 am
- Forum: Help and Tutorials
- Topic: lights only specular
- Replies: 6
- Views: 4425
Re: lights only specular
The compers use the direct and indirect to simulate the effect. I understand your concerns about LW. Thats a bit the downside of making an external renderengine. (I see it also with Arnold, Octane, Maya, etc) I checked with our compers and they like the idea of having it as a pass. Gives them some m...
- Thu May 28, 2015 8:32 pm
- Forum: Help and Tutorials
- Topic: lights only specular
- Replies: 6
- Views: 4425
Re: lights only specular
So maybe next version then...? No big fan of specular stuff, but it's what the lighters use to fake extra light coming from the sides.
Thx for the answer,
Fabian
Thx for the answer,
Fabian
- Fri May 22, 2015 2:43 pm
- Forum: Help and Tutorials
- Topic: lights only specular
- Replies: 6
- Views: 4425
lights only specular
Hi, Our lighting artist ran into an issue with lights and kray. She want to add specular only to buildings - so "affect diffuse" in light properties OFF. (I know not to use specular, but we just use it on some shaders to give the last missing lighting on edges) affectdiffuse_off.jpg Gives ...
- Wed Nov 12, 2014 4:07 pm
- Forum: General
- Topic: free fusion 7
- Replies: 3
- Views: 7183
Re: free fusion 7
Hi Guys, Just finished testing and it seems that everything works in the free version. Except: _ all OFX plugins (for example neatvideo, rsmb, AE plugins, krokodove, etc) _ network render (but you can install the free version everywhere and do render per machine) _ scripts (still checking with some ...
- Mon Nov 10, 2014 4:42 pm
- Forum: General
- Topic: free fusion 7
- Replies: 3
- Views: 7183
free fusion 7
Hi Guys,
I'm normally not fan of spam etc. But just to let you know that fusion 7 is free now. The full version is now 995$ and has unlimited rendernodes. We are now testing what works in the free version.
Here's the link:
https://www.blackmagicdesign.com/products/fusion
Grtz!
Fabian
I'm normally not fan of spam etc. But just to let you know that fusion 7 is free now. The full version is now 995$ and has unlimited rendernodes. We are now testing what works in the free version.
Here's the link:
https://www.blackmagicdesign.com/products/fusion
Grtz!
Fabian
- Thu Nov 06, 2014 3:54 pm
- Forum: General
- Topic: Making dirt in the fresnel/reflection
- Replies: 10
- Views: 9459
Re: Making dirt in the fresnel/reflection
Hey Janusz,
How do you solve the translucency of the leaves? Been working on it... without many success.
Grtz,
Fabian
How do you solve the translucency of the leaves? Been working on it... without many success.
Grtz,
Fabian
- Thu Nov 06, 2014 2:48 pm
- Forum: General
- Topic: Making dirt in the fresnel/reflection
- Replies: 10
- Views: 9459
Re: Making dirt in the fresnel/reflection
Simulating diffused reflection - in physics terms. A surface with lots of bump will blur the reflection - in physics terms. Wikipedia: http://en.wikipedia.org/wiki/Diffuse_reflection But in 3D back in the old days that was to heavy to render (and too much bump setups) - so they made reflection blurr...
- Tue Nov 04, 2014 4:10 pm
- Forum: General
- Topic: Making dirt in the fresnel/reflection
- Replies: 10
- Views: 9459
Re: Making dirt in the fresnel/reflection
Hallo Djwaterman,
I will test. I think the way it was setup-ed that first part was to limit the value of the light emitting. So my guess is that your adjustment should render a bit faster. Maybe Janusz knows more. I will do some testing when I have a bit of time.
Thx and Grtz!
Fabian
I will test. I think the way it was setup-ed that first part was to limit the value of the light emitting. So my guess is that your adjustment should render a bit faster. Maybe Janusz knows more. I will do some testing when I have a bit of time.
Thx and Grtz!
Fabian
- Tue Nov 04, 2014 5:06 am
- Forum: General
- Topic: Making dirt in the fresnel/reflection
- Replies: 10
- Views: 9459
Re: Making dirt in the fresnel/reflection
Here's an example with just a procedural shader plugged in on a black ball in a grey background. The nodes and shader are also attached.
Grtz!
Grtz!
- Tue Nov 04, 2014 4:42 am
- Forum: General
- Topic: Making dirt in the fresnel/reflection
- Replies: 10
- Views: 9459
Making dirt in the fresnel/reflection
Hi Guys, I found an fast easy way to add some realistic detail in the fresnel reflection of objects with reflection. You can also mix it with a reflection map going to the input amount fresnel or the input reflection blurring. The main reason is to simulate the texture of a varnish. Cause varnish is...
- Fri Jun 20, 2014 1:59 pm
- Forum: Help and Tutorials
- Topic: Question about AA for animation
- Replies: 2
- Views: 3361
Re: Question about AA for animation
Sending to you.
Grtz,
Fabian
Grtz,
Fabian
- Fri Jun 20, 2014 12:34 pm
- Forum: Help and Tutorials
- Topic: Question about AA for animation
- Replies: 2
- Views: 3361
Question about AA for animation
Hi Guys, I'm rendering an animation on 1920 on 850 of a shop interior. I'm rendering now at all settings medium, but FG 200 to 2000 (2 pass for baking, 1 pass for rendering) with AA set to high settings FSAA (4) It renders great, no noise or AA issue's (except in the distand very fine detail, but we...
- Fri May 30, 2014 5:41 pm
- Forum: Help and Tutorials
- Topic: HQ Plants
- Replies: 7
- Views: 5723
Re: HQ Plants
Hi Alek6 and the ohers, I just finished an animation project with lots of trees and we had lots of antialising issue's with the vegetation at distance. The only way we could fix it was by rendering plates of parts of the scene vegetation (limited region at 200%) and place those renders on image plan...