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johnalexander1571

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Everything posted by johnalexander1571

  1. johnalexander1571

    Wet Pavement

    I see how that would be a great improvement being able to stack them. That would change things for me too.
  2. johnalexander1571

    Wet Pavement

    Yeah, Interesting, I see how it is being done in that video. I have looked in the VRay material editor, and if there is a way to blend materials so this happens in one shot, I don't know how to do that. I used one block and meshed the top at 8" and applied a displacement map to make lower areas where water would appear. The water itself is a separate object that sits just below the asphalt, and shows up where the dips are. I just went with my gut as to what would work and look ok in the render. The asphalt is a generic material made with the supplied diff and bump for asphalt d cracked. For the water I used either water or alcohol. This would mean that the asphalt would tile, but the displacement would not, and would have to be applied to the street mesh. Since we are using a map for the puddles anyway, I was hoping that it would be fine to add this step. If there is no blend option like in the videos, I think you will have to separate the objects and map them separately. I don't know if there is a one VRay material that would work in formZ. However, I think the video you present would work just fine if we have the blend capability available somewhere. wetasphalt.fmz Ps. my 2 cents, I suspect that even as subtle as it may be, using displacement to create actual dips in the geometry for the puddles will ultimately look more optically correct, as there is a real dip there, not a 'fake" one. I think computers are fast enough now to handle a limited ground plane faceted with a reasonable mesh on top. The edges won't be able to be as detailed as the one material method, tho. Support, can we blend materials like shown in the video?
  3. johnalexander1571

    Wet Pavement

    I now think you would have to do it this way, see how you can clearly see the tree in your puddle example, but not on the asphalt. I noticed that using alcohol instead of water on the liquid makes the reflations sharp as mirror.
  4. johnalexander1571

    Wet Pavement

    Here is a quick test of creating puddles using formZ displacement. I have just noticed that the reflections that run across the wet asphalt and the water are two whole different things. They would be diffused by the roughness of the asphalt, while the water would be close to smooth. The water is a cube object. I meshed the top of the asphalt object at 8" before applying simple displacement. I used the stock asphalt d diff and bump. That should take care of the tilling aspect of the surface. The displacement would have to be one image for your whole area, and painted with more time on the irregularity of the puddle shapes. I know this isn't there yet, but it moving in the right direction.
  5. johnalexander1571

    Wet Pavement

    I see that a gray scale reflection map that allows the reflection to vary over the surface appears to be an ingredient to this. I have been meaning to add this to my regular process after seeing all of these real-time substance painter results. I think I have underestimated how much this would add to the realism of all sorts of things. For ex, a kitchen counter that has the reflection falloff where hands have contacted it over the years. Very subtle, but I suspect one of the bigger things I could do to level up on renders in VRay.
  6. johnalexander1571

    Wet Pavement

    Hi Andrew, Interesting, I have wondered how I would do this too. Just off he top of my head, water all sits at one level, in theory, can you use a single water plane that pokes out here and there where the bump gets low enough, or would that be displacement to actually have a geometry interaction? Of course this precludes a little bit of surface and level variation that you would have with a road. There is a hump in the middle,, ruts where the wheels go, even if it is only an inch or so. Maybe this would keep the water pools forming in the ruts. There is a heck of a lot of variation in your example. I was hoping that applying a reflection to the asphalt texture map would provide the "wet" look and reflection. I have always been suspicious that for the map we would like a whole big section of street that doesn't have tiling anywhere. A huge drone shot would be great to start with, but, alas. I suppose there are enough huge commercial road textures out there.
  7. johnalexander1571

    Transform "each"

    datsa nice Robert, I gave up on answering this, but you came up with a way!
  8. https://hdrihaven.com/ Actually useful HDRI site.
  9. johnalexander1571

    In case you all didn't know of HDRIHAVEN

    .. oh "from" is now spelled "form" in this forum😁
  10. johnalexander1571

    In case you all didn't know of HDRIHAVEN

    Hi Joe, Hope you are well too! Just got back in form a long Thanksgiving weekend and looking at the animations I rendered over the time. I was able to use the Bend Along Path tool's ability to animate the percentage of completion to animate an undulating bead of caulk that looks just like its coming out of the caulking tube as it goes along. I am excited by such silly things.
  11. johnalexander1571

    Example Images

    I can confirm that using the VRay Reflection channel is not producing reflections on the objects in the scene even when set to 8.
  12. johnalexander1571

    Example Images

    Thanks Andrew, I didn't know there was a drop down menu at the top of the render window with a plethora of channels to save out. I was missing that part, all is well now. Thanks for your great reply and the other suggestions on how to use this feature.
  13. johnalexander1571

    Example Images

    I have been doing VRay animations using Imager. I contacted support when it crashed the first time, and I was told how to toss the Imager 8.5 autodessys folder before I start. Since then, I throw away the folder and start fresh each time I want to use the Imager, and Imager has worked without any flaw for thousands of frames of animation. I have let it run all weekend doing a large number of clips and they are all done when I come back. I am on Windows 10.
  14. johnalexander1571

    Example Images

    Hi Andrew, I have never learned to do the Material ID trick and I just sat here trying things to get that to work. Forgive me for a silly question, what are the steps? How to save the image? Etc. Also, I have been looking to the Ronen Bekerman website for inspiration because I don't know how they accomplish all of those incredible renders. I am trying to level up by looking at their case studies on that site. I wish I could see your lodge/aspen home model done up like that! You start being able to tell that those really nice renders are lots of extra work. Of course, I'm now in the mechanical world as opposed to the architectural one. I have to make mundane building materials look dramatic. https://www.ronenbekerman.com/
  15. johnalexander1571

    Example Images

    I think those channels are all independent too, for example the reflection channel of it only affects reflections, it doesn't change the background you see. I think you have to have both background and reflections loaded to see the background and reflections too. You probably know that already, forgive me if you knew. I know you've been at this long time.
  16. johnalexander1571

    Example Images

    Hi Richard, I have tried to do it that way, but there are two differences, I think. I get unexpected see-thru of objects when I turn on this Reflection channel. The other difference I believe is (but I could be wrong) is that my sphere lights bounce off of the inside of the "actual" object sphere and due to the GI calcs I think some of the colors are reflected back onto the scene in addition to the reflections. I try to make the sphere just large enough to work inside. I think that feature makes a sphere that doesn't really exist as far a s GI goes. This trick gets different mileage depending on the situation. I suppose this is just another way of turning on HDRI lighting and reflections, but I get the unexpected see-thru and I never like the HDRI lighting, so I do my own lights.
  17. johnalexander1571

    Example Images

    Oh yeah, the other number one trick I used on this was to create a sphere that surrounds the scene, then map an industrial HDRI to the inside of it. This causes the reflections on the metal to come from this rather than a single colored background. Also, this allows my VRay point lights to bounce around inside the sphere and on my scene making it look better. I have to keep turning this on and off as I work, but I put it on a layer and it's not too bad. I don't use the HDRI for the light sources at all, however. I go ahead and light with spheres to get the more dramatic effect I really want. I add VRay sphere lights like crazy to get the effects I want because as Andrew notes, lots of lights seem to render quite quickly.
  18. johnalexander1571

    Example Images

    Actually, the setting I used for this render are mostly the default settings. I did turn on AO, but I have not seen the effect in my renders. I set the depth of field distance in inches to where I wanted the clear portion of the image. Quality was .005 to get the noise free depth of field. Chromatic aberration is a little trick I ran into recently trying to learn more about mimicking photos. Sometimes, (I am not sure under what conditions yet) cameras displace the red, blue, and green channels. I saw a tutorial on YouTube where the presenter used the Lens Correction in Photoshop to offset the three channels from each other. I just drag the sliders a little bit off center.
  19. johnalexander1571

    Example Images

    One I just finished last week. Learned about chromatic aberration on this one.
  20. Hi mojo, I am making some more Sketchfab models today, and I just uploaded a model forgetting to triangulate first, and I thought I would have to delete it, but it came out ok, even as smooth. Textures are all there. I just have to set up the final appearances. I don't know if some change was made, but it is working now without any headaches for me.
  21. johnalexander1571

    What to turn off in VRay for animation?

    Can we make this a place where tips for speeding up VRay for animations can be placed? Does anyone have an idea what settings in VRay can be changed or set to 0 when not needed by the actual render?
  22. johnalexander1571

    What to turn off in VRay for animation?

    Yeah, it is still much faster and this is better if I get into a pinch or have an epic number of clips to render. I usually just render overnight, so it has to be quite a few clips to help, but over the weekend this will allow almost double the frames returned in that time space. Thanks Justin
  23. johnalexander1571

    What to turn off in VRay for animation?

    Yep the denoiser is not applied to animation frames. Oh well, I still have half the render time now because of dropping the quality level and adding the GPU. Thanks for your experience.
  24. johnalexander1571

    What to turn off in VRay for animation?

    Ahhh! Spoke too soon, the generate animation frames are skipping the desnoiser it looks like. Rebooting now to rule out windows.
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