in the future - u will be able to do some more stuff here,,,!! like pat catgirl- i mean um yeah... for now u can only see others's posts :c
๐ ๐๐ก๐๐ญ ๐๐ฌ ๐๐ข๐ฑ๐๐ฅ ๐๐๐ซ๐ข๐๐ง๐๐ ๐๐ง ๐๐๐ง๐๐๐ซ๐ฆ๐๐ง??
๐๐ก๐ข๐ฌ ๐๐ฆ๐๐ ๐ ๐๐ฌ ๐๐๐ง๐๐๐ซ๐๐ ๐๐ง ๐๐๐ง๐๐๐ซ๐ฆ๐๐ง
Website - wisehoax.com/
Because sampling is so crucial to rendering images, RenderMan offers many different modes and settings to control it. Each pixel will normally be sampled multiple times (i.e., super sampling), and the pixels can be sampled in almost any order. The two main considerations are whether to use incremental mode and what settings to use with the adaptive sampler.
There are also three other more minor options that control sampling: bucket order and size, and crop windows. The bucket options control the size of the batches of pixels and the order that they're visited in. The default is to go in swaths from left-to-right and top-to-bottom. The spiral order is a useful alternative when rendering to a framebuffer as it normally shows the center of the image first. Crop windows restrict rendering to the pixels in a portion of the image. This can be useful to focus on a particular region during an interactive render, or to render poster-sized images piece-by-piece.๐
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๐ ๐๐๐ง๐๐๐ซ๐ฆ๐๐ง ๐๐๐ญ๐๐ซ๐ข๐๐ฅ๐ ๐๐๐ฆ๐??
๐๐ก๐ข๐ฌ ๐๐ฆ๐๐ ๐ ๐๐ฌ ๐๐๐ง๐๐๐ซ๐๐ ๐๐ง ๐๐๐ง๐๐๐ซ๐ฆ๐๐ง
Website - wisehoax.com/
๐๐๐ญ๐๐ซ๐ข๐๐ฅ๐ ๐๐๐ฆ๐ is a state of the art material layering system developed at Industrial Light & Magic that introduces a modular approach to building material networks and includes recent shading R&D work on energy conservation and dispersion.
The MaterialX Lama project represents ongoing R&D into materials at ILM, and represents one facet of the larger MaterialX project.
MaterialX Lama node composition also offers a simpler built-in mechanism for energy conservation and other properties, because of its fundamental focus on layering of physically based responses.
MaterialX Lama is battle-tested at ILM and RenderMan will be able to take advantage of ongoing work as it evolves.๐
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๐ ๐๐จ ๐๐จ๐ฎ ๐๐ง๐จ๐ฐ ๐๐ก๐๐ญ ๐๐๐ญ๐ก ๐๐ซ๐๐๐ข๐ง๐ ๐๐๐๐ง๐ฌ ๐๐ง ๐๐ ๐๐๐ง๐๐๐ซ๐ข๐ง๐ ??
Website - wisehoax.com/
๐๐๐ญ๐ก ๐๐ซ๐๐๐ข๐ง๐ is a ray tracing algorithm that sends rays from the Camera and, when a ray hits a reflective or refractive surface, recurses the process until it reaches a light source. The series of rays from the Camera to the Light forms a "path".
It enables HDRP to compute many different effects (such as hard or soft shadows, mirror or glossy reflections and refractions, and indirect illumination) in one single unified process.
A notable downside to path tracing is noise. However, noise vanishes as more paths accumulate, and eventually converges toward a clean image.๐
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๐ ๐๐ก๐ฒ ๐๐ฅ๐จ๐๐๐ฅ ๐๐ฅ๐ฅ๐ฎ๐ฆ๐ข๐ง๐๐ญ๐ข๐จ๐ง ๐จ๐ ๐๐ข๐ฑ๐๐ซ ๐๐๐ง๐๐๐ซ๐ฆ๐๐ง ๐ข๐ฌ ๐ฌ๐๐ข๐๐ง๐ญ๐ข๐๐ข๐๐๐ฅ๐ฅ๐ฒ ๐๐๐๐ฎ๐ซ๐๐ญ๐?
Website - wisehoax.com/
Global Illumination (GI) is a system that models how light is bounced off of surfaces onto other surfaces (indirect light) rather than being limited to just the light that hits a surface directly from a light source (direct light). Modelling indirect lighting allows for effects that make the virtual world seem more realistic and connected, since objects affect each otherโs appearance. One classic example is โcolor bleedingโ where, for example, sunlight hitting a red sofa will cause red light to be bounced onto the wall behind it. Another is when sunlight hits the floor at the opening of a cave and bounces around inside so the inner parts of the cave are illuminated too. ๐
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๐ ๐๐จ ๐ฒ๐จ๐ฎ ๐ค๐ง๐จ๐ฐ ๐ฐ๐ก๐ฒ ๐๐ข๐ฑ๐๐ซ ๐๐๐ง๐๐๐ซ๐ฆ๐๐ง ๐ข๐ฌ ๐ฌ๐จ ๐ฏ๐๐ซ๐ฌ๐๐ญ๐ข๐ฅ๐?
Website - wisehoax.com/
A single material handles all your looks like:
Wood
Skin
Plastic
Glass
Car Paint
and many many more!
Physically based presets provided to get you started.
Flexible controls are not required to result in something physically plausible.
Artists can selectively "break" energy conservation.
Art direction becomes natural without workarounds.
Controls are conveniently labeled as "Artistic" and "Physical"
Layering provides limitless possibilities.๐
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๐ ๐๐จ๐ฐ ๐๐จ๐๐ฌ ๐ค๐๐๐ฉ ๐๐จ๐ง๐ญ๐ข๐ง๐ฎ๐ข๐ญ๐ฒ ๐ฐ๐จ๐ซ๐ค๐ฌ ๐ข๐ง ๐ฏ๐ซ๐๐ฒ ๐๐ข๐ฌ๐ฉ๐ฅ๐๐๐๐ฆ๐๐ง๐ญ?
๐๐๐๐ฉ ๐๐จ๐ง๐ญ๐ข๐ง๐ฎ๐ข๐ญ๐ฒ โ When enabled, V-Ray tries to produce a connected surface. Use it when you get splits (usually around sharp edges) in the displaced geometry due to different smoothing groups and/or material IDs on adjacent faces. Note that using material IDs is not a very good way to combine displacement maps since V-Ray cannot always guarantee the surface continuity. Use other methods (vertex colors, masks etc.) to blend different displacement maps. ๐
๐
๐จ๐ซ ๐
๐ซ๐๐ ๐๐จ๐ฎ๐ซ๐ฌ๐ ๐๐ข๐ฌ๐ข๐ญ ๐๐ฒ ๐๐๐๐ฌ๐ข๐ญ๐
wisehoax.com/
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๐ ๐๐ฆ ๐๐๐๐๐ก๐ข๐ง๐ ๐๐ญ๐ฎ๐๐๐ง๐ญ ๐๐
๐ ๐๐ง๐ ๐๐ญ๐ฎ๐๐ ๐๐จ๐ซ ๐๐ญ ๐๐๐๐ฌ๐ญ ๐๐ ๐๐๐๐ซ๐ฌ ๐๐ญ ๐๐ก๐ข๐ฌ ๐๐จ๐ข๐ง๐ญ. ๐ ๐๐ฆ ๐๐๐ซ๐ ๐๐ข๐ฏ๐ ๐๐จ๐ฎ ๐ญ๐ก๐ ๐๐๐ฎ๐๐๐ญ๐ข๐จ๐ง ๐๐ก๐๐ญ ๐ ๐๐ง๐๐ ๐๐ซ๐๐ฏ๐๐. ๐๐ฎ๐๐ฌ๐๐ซ๐ข๐๐ ๐๐จ๐ซ ๐๐ฆ๐๐ณ๐ข๐ง๐ ๐๐
๐ ๐๐ฎ๐ญ๐จ๐ซ๐ข๐๐ฅ๐ฌ, ๐๐ข๐ฉ๐ฌ ๐๐ง๐ ๐๐ซ๐ข๐๐ค๐ฌ, ๐๐ง๐ ๐๐ง๐ฌ๐ข๐ ๐ก๐ญ๐ฌ ๐๐ก๐๐ญ ๐๐ข๐ฅ๐ฅ ๐๐ฅ๐จ๐ฐ ๐๐จ๐ฎ๐ซ ๐๐ข๐ง๐.
๐๐ฎ๐๐ค๐ฅ๐ ๐๐ฉ ๐