Jeff Patton JeffPatton Location: Lexington, USA Language(s):
English Member Since: August 2002 Last Updated: 14 November 2009 Portfolio Views: 1069062 Chosen as Favorite: 521
killoskate: I can't recall running into a scenario where a texture map turned green like that. User error...I dunno..I've seen some crazy stuff happen that a simple restart of 3dsmax fixed...so it may have just been an oddball glitch. Now, if it's something you can repeat, you should submit the scene to Autodesk for review.
Hey jeff nice use of production shaders. Can you give a idea of metal ornament used in christmas(size of the ball)? maybe if possible to see photo of the ball and how was it setuped with stand? I am currently using bolt which is used in truck's wheel...but i see many ppl use christmas ornament. (btw does it really have any specific name (that ornament ball)so i can buy it from any store here)
It's "attached" to the PVC pipe by jamming a cork into the end of both the PVC & Ornament. I had to add the tape to make it a snug fit on the ornament....yeah...it's kind of a silly looking rig I suppose, but it seems to work for what I need.
I also have a 12" chrome gazing ball I picked up recently at a Wal-Mart while out of town. It only cost $8.00, but I haven't figured out how I'm going to make a stand for it. And so far the smaller Christmas Ornaments have been working fine.
In addition to that, I have a white foam sphere (12") that I purchased at a craft store. I painted half of it a neutral gray color. Having that can also be handy for measuring/matching lighting conditions (and it's also cheap).
thanks again for all the help. My concrete material turned out great, but now I face a different, softer foe. I'm trying to make a realistic plush material:
I'd think it depends on how close to the object your going to be. If you're close to your mesh like in the photo of the horse then you'll probably want to use a hair/fur option for the best results. If your camera will be farther away from the mesh then you may get by with an A&D material with roughness and using a bump or displacement map.
NOTE: Displacement may not even be optional, depends on how complex the object is and whether or not you're running a 64-bit system with enough memory available.
on the post with the simple interior and the four chairs, what were the settings you used for sun and sky, and finla gather????
you sent me the scene without the chairs and when i render, i have a hell of a lot more blue in there and can't seem to get rid of it without altering whitepoint or using a blackbody shader
what settings did you change in order to reduce the blue???
i am aware of the methods you have detailed in order to get rid of the blue tint, but just wondered what your daylight system settings were
That's the exact scene minus the chairs, floor texture map, and DOF. The light/exposure settings are exactly what I used. So why does this version have more blue light? Simple...The chairs are/were red, therefore they bounced red/warm colors into the room. The floor texture which I could not freely provide was a "warm" colored wood which also provided red/orange bounced light into the room (and gave a warm feel to the room).
hey jeff thanks for explanation. I understood it now. one more question, also when you capture the chrome sphere, do you take photographs with different exposures or you just take it once as in production shaders low dynamic jpg images work great too.
It was just single exposure .jpg's. One photo for use as the background image and one closeup photo of the chrome sphere for reflections & illumination.