Results 1 to 10 of 10

Thread: if you are having a hard time with the 2018 render settings

  1. #1
    Registered User
    Join Date
    Aug 2016
    Location
    a place
    Posts
    1,828

    if you are having a hard time with the 2018 render settings

    then watch this.



    it’s not lightwave but it will explain all you need to know. same settings.


    btw, i wish we had that multiplier readout. would go a long way to making things more understandable.

  2. #2
    Nothing ado about much Exception's Avatar
    Join Date
    Mar 2003
    Location
    Netherlands
    Posts
    5,560
    Great video, thanks for posting.
    Yeah that max readout would be great, and seemingly easy to implement. Can you send in a feature request? You have my support!

  3. #3
    Registered User
    Join Date
    Aug 2016
    Location
    a place
    Posts
    1,828
    Quote Originally Posted by Exception View Post
    Great video, thanks for posting.
    Yeah that max readout would be great, and seemingly easy to implement. Can you send in a feature request? You have my support!
    Yeah, will do. I really think that would alleviate a good few users troubles.

    Edit - sent feature request and linked to this thread.
    Last edited by gar26lw; 01-19-2018 at 01:28 AM.

  4. #4
    www.Digitawn.co.uk rustythe1's Avatar
    Join Date
    Feb 2006
    Location
    england
    Posts
    1,219
    well that was an interesting video, and it actually showed how the new LW engine almost seems like a reverse engineered from Arnold, take for example the new opaque setting in the surface editor, and also the normalize settings of lights, but it almost looks like there are lots of missing but important settings, such as the light exposure (he says you should increase this and not the brightness/intensity of the light itself)
    Intel i9 7980xe, Asus Rampage Vi extreme, 2x NVIDIA GTX1070ti, 64GB DDR4 3200 corsair vengeance,
    http://digitawn.co.uk https://www.shapeways.com/shops/digi...ction=Cars&s=0

  5. #5
    Living over there... MAUROCOR's Avatar
    Join Date
    Jun 2004
    Location
    Sao Paulo Brazil
    Posts
    2,443
    Quote Originally Posted by gar26lw View Post
    then watch this.



    it’s not lightwave but it will explain all you need to know. same settings.


    btw, i wish we had that multiplier readout. would go a long way to making things more understandable.
    Thank you very much, gar26wl! I will watch as soon I have some time.
    Ground control to Major Tom

  6. #6
    Goes bump in the night RebelHill's Avatar
    Join Date
    Nov 2003
    Location
    jersey
    Posts
    5,766
    Quote Originally Posted by rustythe1 View Post
    it actually showed how the new LW engine almost seems like a reverse engineered from Arnold
    I believe (I think), much of it is based on the methods described in here...

    https://www.amazon.com/gp/product/01...8&pf_rd_i=3937

    and certainly isn't the only renderer out there so inspired. Ofc, like most all renderers, its really just a way to try and solve...

    https://en.wikipedia.org/wiki/Rendering_equation

    and there are only so many variations on a theme possible.
    Last edited by RebelHill; 01-22-2018 at 11:23 AM.
    LSR Surface and Rendering Tuts.
    RHiggit Rigging and Animation Tools
    RHA Animation Tutorials
    RHR Rigging Tutorials
    RHN Nodal Tutorials
    YT Vids Tuts for all

  7. #7
    Electron wrangler jwiede's Avatar
    Join Date
    Aug 2007
    Location
    San Jose, CA
    Posts
    6,495
    Quote Originally Posted by rustythe1 View Post
    well that was an interesting video, and it actually showed how the new LW engine almost seems like a reverse engineered from Arnold, take for example the new opaque setting in the surface editor, and also the normalize settings of lights, but it almost looks like there are lots of missing but important settings, such as the light exposure (he says you should increase this and not the brightness/intensity of the light itself)
    Yeah, it's almost as if they didn't completely grasp the value of "split settings" the way other engines handle it (or didn't have time, though it's the kind of approach that's a LOT harder to "add later") -- it has to do with ensuring entity-level (camera/light/surface/mesh) variability/control while still enabling "useful" sets of render presets (read as performance-/resolution-adjustable). Vray's had similar for years and years now, and most other engines have moved or are moving to similar split-settings models.

    By putting base values in presets and per-entity multipliers (or vice versa), the per-entity values can vary as needed to compensate for relative scene/content differences, leaving the preset(/global) settings for broadly controlling performance/resolution/quality axes.
    Last edited by jwiede; 01-22-2018 at 03:55 PM.
    John W.
    LW2015.3UB/2018.0.7 on MacPro(12C/24T/10.13.6),32GB RAM, NV 980ti

  8. #8
    Registered User
    Join Date
    Aug 2016
    Location
    a place
    Posts
    1,828
    vray 3.6 and next looks sweet

  9. #9
    Electron wrangler jwiede's Avatar
    Join Date
    Aug 2007
    Location
    San Jose, CA
    Posts
    6,495
    Quote Originally Posted by gar26lw View Post
    vray 3.6 and next looks sweet
    Yep, just picked up the VrayForC4D 3.6 upgrade (had 3.4 previously), looks very nice thus far. The Max beta version of Vray Next also looks really impressive! For the sheer amount of functionality added in 3.x, CG's done a great job of keeping UX and workflows efficient and manageable.
    Last edited by jwiede; 01-22-2018 at 04:20 PM.
    John W.
    LW2015.3UB/2018.0.7 on MacPro(12C/24T/10.13.6),32GB RAM, NV 980ti

  10. #10
    Registered User
    Join Date
    Jan 2016
    Location
    Stockholm
    Posts
    1,449
    Yeah, I have 3.6 myself. Loving it.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •