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MadKoiFish

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MadKoiFish
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  • -= MKF random trek thread =-

    OK found the heavy handed AO effect it is part of the GI settings now to nail which one it is so I can lighten the amount it does or eliminate it and use the shader instead. WELL maybe the uh setting called amn. occlusion? pffft though wish it had a setting to create it based on surrounding color and light (hdr in this case or the gizmo) vs BLACK.

    house-037.jpg

    house-038.jpg
    StarCruiser
  • -= MKF random trek thread =-

    Well, it is kinda that time of the decade? Well 1.5 decades??. . . . . No fancy sun set up like the last one which was 2 moves ago. Not sure if I ever did a full model of the place I am in now. I know I at least did the main rooms. This place though is a fight in the measurements as spaces are vast and there is this goofy molding on the floor and welp I was tired enough to derp up some measures so there is a fudge room of a inch on everything as the molding is 0.5 in.

    Only real reason for this is to plan things out so I know stuff fits and where to send X item or items that reside in X furniture. Also will allow me to judge what to throw out as this move is a mass house clearing too. Just junking a lot of cruft I have picked up in the last 20yrs. Having both grandparents passing I have a overload of furniture and things from those households, so some of it needs clearing as well as a lot of my old stuff I have picked up over the years and beat the snot out of.

    As for the modeling, things are done to look as close to the original stuff as possible but just enough to not take too long in modeling it. A lot is still infected with mentalray surfacing etc as the older models are from like 2009. I am also at a loss for the heavy handed AO, this is something I have had a issue with Vray and these "inside" rooms. The material is just a vraymtl with no shaders. Windows will probably remain as simple dummy shapes, the sill exists mostly for furniture clearance.

    house-035.jpg

    house-036.jpg

    BolianAdmiralStarCruiserRory1707
  • -= MKF random trek thread =-

    odd, maybe a bug in max or something? Been using composite for a while but could be version issues as the composite I think is a max shader and it might have been different on older versions. Has been a while since I was on MR.
    Jayru
  • -= MKF random trek thread =-

    Yeah Nvidia bought Mental Ray screwed it up really badly then abandoned it so I had to move to Vray as I didnt like the limitations in Arnold and refused to go back to scanline. I think I have been transitioning for the last 5 or so years now. A lot of my models are in the MR limbo and needing annoying conversions to vray.

    OH the AO Even in MR I used a shader in the material itself so you can add the AO effect to any slot. Be it gloss diffuse reflection etc (or whatever MR called those slots) in MR there is a shader in the mental Ray shader sets called AO or something similar. (in vray it is called Dirt.

    Here is a example of the old mat editor,

    vray-dirt-mr-ao.png

    In this example it is in the diffuse slot with a composite shader (it is basically max layers in photoshit) SO I do overlay multiply or other layer settings to allow the lower diffuse map to show through the unAOed parts. (stuff in cracks) In my example I have 2 layers of the dirt shader so it has a color shift from the base green to rust then to black.

    All it really is is a corner finder, you can even invert it so it will shade outside corners and you can add maps to do stuff like worn corners with mix maps etc.

    Oh the one for MR might not be in the MR list but in general "Ambient/Reflective Occlusion (base)" or some such. I do remember there being 2 in my old MR set up one has the settings that are almost exactly like the Vray menu above the other is less complex.


    SchmidtFG
  • -= MKF random trek thread =-

    Do you mean the gathered dirt in the shader? I think the hull is using the Dirt shader which is like the old mental ray AO shader. All the rest is just a dated version of Vray Next v3.1
    SchmidtFG