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Type: Posts; User: RebelHill

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  1. Replies
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    Oh yeah... so he is... muh, dimebar.

    Oh yeah... so he is...

    muh, dimebar.
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    Reflection samples are the only thing that make a...

    Reflection samples are the only thing that make a direct impact from that perspective, the other sampling and ray options are largely meaningless... with a few small exceptions...

    The fireflies...
  3. Thread: Clouds.....

    by RebelHill
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    I guess you're talking about the fog/clouds you...

    I guess you're talking about the fog/clouds you get forming in the valleys between hills and mountains...

    If so, and presuming youre doing the terrain with displacement maps, then you can use that...
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    Yep... pose tools are in the free version... work...

    Yep... pose tools are in the free version... work fine with genoma or any other type of setup or rig... just gotta understand the options...
    ...
  5. Thread: Lw 2019

    by RebelHill
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    310

    Here too... ...

    Here too...

    https://www.youtube.com/playlist?list=PLTds3QePYrWFKQSaSWGMnKF7-4W84I5Tz
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    Polished concrete can be kinda shiny... but most...

    Polished concrete can be kinda shiny... but most of the time, its going to be quite rough, and you'll likely find that using true spec with high roughness unnecessary for such a surface. Instead, try...
  7. You wont get things looking the same because the...

    You wont get things looking the same because the rendering systems are quite different... though you can get quite close.

    This'll guide you through some of the basics, including some examples of...
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    Specular in principled has built in fresnel, and...

    Specular in principled has built in fresnel, and anything with even the slightest amount of reflectivity, will have a strong effect at glancing angles (depending on roughness). There are a few things...
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    Dont think youre missing anything, aside from...

    Dont think youre missing anything, aside from that different folk have different personal preferences in how they work. Personally, I prefer working as you describe, mostly, but that's just me.
  10. Thread: Worm

    by RebelHill
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    Well... I've seen enough hentai to know where...

    Well...

    I've seen enough hentai to know where this is going.
  11. Thread: Worm

    by RebelHill
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    Its just a series of repeating lines down the...

    Its just a series of repeating lines down the length of the body... you dont need images, you can do it with procedurals. Also, a worm doesnt have "that" look... that look is a series of overlapping...
  12. Thread: Worm

    by RebelHill
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    Thats not a worm, its a millipede... However,...

    Thats not a worm, its a millipede... However, assuming a worm is what you want, then yes, a cylinder is basically it... the rest is texturing. You could model in some of the segmentation detail, but...
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    Not really there won't be, Id expect... it's too...

    Not really there won't be, Id expect... it's too specific a case. That said, its just a case of dragging points around in the UV space to map to the object.
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    Yeah... your image needn't be black or white...

    Yeah... your image needn't be black or white pixels only. If you have shades of grey in there, then anything over 50% is treated as white, and under as black.

    Otherwise, you can just use a map to...
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    Transparency 100, refraction index 1. Or just use...

    Transparency 100, refraction index 1. Or just use object dissolve.
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    personally... Id just look for a formula for the...

    personally... Id just look for a formula for the discrepancy... Take a few focal lengths in TG (10mm,20mm,... 100mm), note down the FOV values. Do the same in LW, find the difference function, and...
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    Dont think so. FOV isn't simply another term for...

    Dont think so. FOV isn't simply another term for focal length, its a function of both focal length and the frame aspect ratio.
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    Not sure why you think NT would have stuff...

    Not sure why you think NT would have stuff explaining third party tools... but aside from that specific case, there's TONS of material covering nodes spread about, if not from NT, then from others.
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    Dont think so... you tried turning on the world...

    Dont think so... you tried turning on the world coord option. Doubt it makes a difference, but you never know.
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    Change your MDD nodes to match by coords, not by...

    Change your MDD nodes to match by coords, not by nodes.
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    Yeah, taht is unusual. but yes, it might come...

    Yeah, taht is unusual. but yes, it might come from the extreme scale, esp given the camera distance relative to the plane separation of only 1mm... Perhaps try fiddling with the ray precision setting...
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    Surely this is what Id expect... white...

    Surely this is what Id expect... white transparent, black opaque... so the planes are transparent in the central oval, and opaque around the edges/frames...

    Though it showing it one way in...
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    Gonna need more details or an example, I fear....

    Gonna need more details or an example, I fear. From this is just looks like youve got your transparency gradient back to front.
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    Interpolated cache only works for camera only...

    Interpolated cache only works for camera only motion. You can use interpolated for other types of motion, but it takes a bit of wrangling to get right. For something like this, envirolight is by far...
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    You're getting double reflections is why its...

    You're getting double reflections is why its different... if you're using envirolight, either... turn off "affect specular" for the light and have the surface's reflection shading options set to...
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