3dsmax Rendering Support Topic

Post your pics of mods in beta, or pictures that do not have a mod associated with them.
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Post by Jordan »

The floor isn't reflective at all, and the pillars aren't supposed to be so bright.
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Post by Tural »

And if they did, they're still too glossy. Slap a "Wet Floor" sign in there, buddy.
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Post by Chief Cow »

Ok update on Death Island, still messing with reflections
Sorry for low render quality!

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Suggestions?
Last edited by Chief Cow on Fri May 05, 2006 9:27 pm, edited 1 time in total.
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Veegie[Temp]




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Post by Veegie[Temp] »

Detail maps.
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Post by Chief Cow »

Veegie wrote:Detail maps.
thats why i said low quality renders, render filter is so low you cant really make out the detail maps
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Post by trepdimeflou »

Veegie wrote:Detail maps.
If you're trying to help someone, post DETAILED information, not two words. If someone didn't know how to do detail maps, your post would be useless.

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Post by Veegie[Temp] »

How would they not know how to do detail maps?...
This is a quote from this very topic.

Posted: Sat Apr 08, 2006 12:45 am
Veegie wrote:Make it an RGB Multiply instead of a bitmap. Put the detail map in one slot, and the diffuse texture it is going over in the other. Tile accordingly in the bitmap parameters of the detail map, and brighten the other texture accordingly in the bitmap parameters if the material appears to be dark.
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Post by Halo 2 Rules!! »

Veegie wrote:How would they not know how to do detail maps?...
This is a quote from this very topic.

Posted: Sat Apr 08, 2006 12:45 am
Veegie wrote:Make it an RGB Multiply instead of a bitmap. Put the detail map in one slot, and the diffuse texture it is going over in the other. Tile accordingly in the bitmap parameters of the detail map, and brighten the other texture accordingly in the bitmap parameters if the material appears to be dark.
well, thats assuming that the person happened to read every page. its possibly he saw the topic, figured out what it was about, and posted his render, without reading all the posts before him.
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Post by Veegie[Temp] »

So we're to give into every person that doesn't feel like searchings whims?
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Post by trepdimeflou »

You could have posted a link to where you had previously posted it. This is HELP thread. So HELP people. It doesn't matter if they've searched or not, you could have HELPED him by posting a link. If you are going to provide support, proveide complete, detailed support. not two words.
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Post by Chief Cow »

Another update on DI

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still working on the sky and ill be adding the scenery too soon

Any suggestions so far?

EDIT: just noticed the bad water...i think i may of moved something on accident
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Post by Tural »

The tiling on the ground is very apparent.
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Post by trepdimeflou »

Tural is right. Also, how do you have your detail maps set up? They look too light.
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Post by Chief Cow »

Well I never liked the way that others suggested doing it (using rgb mulitiply) because is it always drained the color out of the texture, so I've been messing around to find one that makes the detail apparent but doesnt drain the orginal colors. I use a composite map with the original texture and the detail map in there own standard materials.

But ya, you guys are right that it doesnt show up very well ill have to mess around some more i guess
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Post by trepdimeflou »

Hmm. Ingame, the detail map is multiplied on top of the ground, so if you're aiming for that then you should use rgb multiply. Could you post a pic of your material tree / settings, so we could help?
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Post by Chief Cow »

Ummm, away from my normal computer, so Ill edit this post in a couple of days and post it

Sorry

EDIT: PMed material to trep
Last edited by Chief Cow on Tue May 09, 2006 8:41 pm, edited 1 time in total.
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Post by darco9x2 »

I was able to make my sword glow with video post. Is that how you're supposed to make objects glow, is there a specific tutorial that anybody has used for making the sword particle effect?

http://img.photobucket.com/albums/v432/ ... 35f032.jpg
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Post by Jordan »

You can't see most of your render. Brighten it up a little.
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Post by darco9x2 »

the only important part is the sword, but ill lighten it up and edit the other post after i eat.
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Post by Tural »

Use
The
Active
Camo
Normal
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