So in the third part for this series we go over the Image Sampler or AA (Antialiasing). Anti aliasing is one of the main things that you need to understand how to tweak inside V-Ray in order to get a faster render, while maintaining the quality of the render.
In the video below you will be able to see what are the differences between using the Fixed and Adaptive DMC image samplers, as well as learn how does the AA work and what it’s used for. But i don’t want to make this post any longer than it should be so i’ll let you go and check out the video below.
I really hope that you enjoyed this video as well and if you have any questions feel free to leave them as a comment either here or on the YouTube channel. Also if you enjoyed this post then subscribe to the YouTube channel, share it around or like it and help spread the word around.
That’s all for now and remember, stay hungry for more knowledge as that is how you get to improve.
So in this second installment of the Starting with V-Ray series i want to go ahead and explain how does the VFB ( V-Ray Frame Buffer ) work, and why it’s a good idea to always use it when you are using V-Ray as your renderer.
In the following video you will learn how to get the VFB active, you will learn how to use the RGB channels to control the color output you are seeing as well as rendering passes. You will also learn how to use the A/B dividers as well as using the History feature of the VFB. And last but not least you will see how you can control the exposure as well as the color balance and levels for your render inside the VFB instead of having to switch out to Photoshop.
So without getting this intro any longer then it should be i would recommend that you watch the video for yourself.
I really hope that this video was helpful for you guys and if you have any questions feel free to leave them as a comment either here or on the YouTube channel. Oh and one more thing, if you enjoyed this post then subscribe to YouTube, share it around or like it and help spread the word around.
That’s all for now and remember always stay hungry for more knowledge as that is how you can grow.
In this post, as well as the next few (hopefully) i will try to get all the basics of Vray out there for everyone. These videos will be tailored more towards someone that has never worked with Vray before, but even if you have worked with it but aren’t sure about some things you might want to give these videos a try.
The first video will be about how to get Vray setup as your default renderer, as well as how to get the default UI switcher setup so whenever you start working with 3ds max materials you don’t have to set up all the materials to be VRayMtl, but instead have them always setup like that. But enough talk from me, see the video for yourself.
OK so after the first video you should know how to have V-ray setup as your default renderer. In this second part you can see all the places that you can find options that were added with the installing of V-Ray.
So after watching these two introduction videos you should have a basic knowledge about where things are in V-Ray, and it should be a first stepping stone towards the rest of the upcoming videos in the series.
If you enjoyed the videos share them around and always keep on learning!
When ever you get to work on a interior scene the inevitable fact is that you will need to either use a texture for the floor, or take the road less traveled and drop in geometry for the floor planks provided it is a wooden floor. In this tutorial we are going to take a look at how to deal with one of the most used features when ever you are modeling interiors, namely we are going to tackle the flooring.
A disclaimer though before we start, like i said previously you might want to think about whether you want to use a texture or geometry based on the needs of your scene. If you have a few renders from a distance it might be a better choice to take the quicker texturing way, but if you need a closeup or want to have a bit of a worn down parquet or aged wood flooring then geometry might be the right choice.
Alright if you are still reading i guess you want to see how it’s done, so get strapped and go and download the free scripts that you will need for this video:
While you are there you might want to pick up the two other free scripts as they are really amazing, and need i say again FREE. Ok so no more further delays, here is the video tutorial.
So if you are back and reading this then you might have just actually enjoyed the video, if that is the case then help spread the word and comment, share and subscribe to the YouTube channel. And also if there is interest i will do a a tutorial on how to get similar results by using textures while trying to preserve the details we get from the geometry way of doing it.
So until next time stay safe, and keep on learning!
One of the most common things that you are bound to come upon when you are starting out in 3D modeling, or have been modeling for a while is the moment when you need to make a chain of some sort be it for a 3D model of some motorcycle, a bike or maybe even a chainsaw chain. When you take a look at the chain, at fist glance it looks like an easy and quite straight forward deal to model, but quickly you come to the realization that it might not be all that simple.
Well in this video i started out from scratch, I built the different elements for the chain, then I cloned and deformed them to a spline that defines the shape that we want our chain to be positioned in the end. But don’t let me keep you reading and spoiling it when you could be watching that in the video and see for yourself
So here is the recap of the video and what you learned from it:
* When modeling, always try to break down the model into smaller parts to make it easier to manage
* When using the spacing tool make sure that you don’t have any sharp edges that would break the flow
* When using the path deform check for stretching and squishing, and more importantly how to fix that
* When to use Normalize Spline and what it actually does
With this we end this post, and remember if you liked this article and the video then comment, share it around and subscribe on the YouTube channel and keep on learning.
Alright this is the final installment of this three part tutorial into the ways that the Loft modifier works in 3DS Max. In the first part we had the chance to see the basic parameters of the modifier, then we followed with the second part where we took what we learned from the first part and used it to make a road, and in this last part we are going to continue building on that knowledge.
In the following video we can see how to effectively use Loft to make a road that is going up an inclination, while at the same time it incorporates the natural curving and bending that we might expect to see in a realistic road.
So as we saw in the video, by using the Loft modifier we can do more then simply choose lines and extract geometry from it, we can further refine that geometry and the way it bends, twists and deforms by simply controlling the tangent handles of the bezier corners.
So with this i am putting the Loft modifier series to bed, and i’m really hoping that you guys learned something from this and if you really did then share the post around, subscribe to the YouTube channel and keep on learning.
And here we are back again with the second part of our Loft trilogy. This part is not directly linked to the Working with Loft, but it’s rather building on the foundation that we learned from it. In this second part we are going to start off with a single line that is representing our road, then we are going to see how we can fix some of the issues that can arise from dense geometry and even go into texturing the road and fixing the texture issues without having to go deeper into UVW Unwrap.
So just like in the previous part we started off with a simple line and with the help of a few profiles we ended up with a nice looking road that even has street crossings incorporated into the model. With this i would end the second part here, and in the third part we are going to see a few more uses for the Loft modifier.
And last but not least the call to action, if you liked this post or the video then share it around, subscribe to the YouTube channel and keep on learning.
As this is going to be the very first post that is going to be 3DS Max oriented i would like to start it off as a post about Loft, one of Max’s compound object options that i think is really under appreciated in the Modeling community. Anyways in the video below you will be able to see how to use the very basics of Loft, and with just a few 2D splines to obtain some more complex shapes. This is going to be a three part video in which i will try and cover all the aspects of the modifier, and at the same time end up with a cool looking end result.
So as we can see in this first part the Loft modifier we used a few simple lines and ended up with a nice looking table. I will end the first part of the Loft here, and in the next parts we’ll see how the Loft modifier can be used in architectural projects.
So if you liked this post or the video then share it around, subscribe to the YouTube channel and keep on learning.