The online racing simulator
Searching in All forums
(414 results)
samyip
S2 licensed
Quote from LineR32 :I did a render of that BF1 with the output colour set to the same as the tyre texture, but the Michelin logo wasn't visable, so I edited the texture in PS. I can't the difference on this monitor either.

I think what it need is using 'Mix' material, Michelin logo mix with tyre texture with a mask to mask off the logo.
samyip
S2 licensed
The only problem with the blur technique Raptor used is that the object behind the window does not get blur (look through the glass from FZR)
One way to get round is hide the windows when render the image and Zdepth pass. Then render a reflection pass of the windows only.
In photoshop, do your lens blur as usual, then at the end apply the window reflection pass on top.
samyip
S2 licensed
with your attitude.... I don't think you will get much help from here.
You are just an ignorant and a lazy git. All your queries were answered in the idiot proof step by step tutorial. If you can't be bother to go through it, I don't think any one here will bother to tell you neither. You may just as well close this thread.
samyip
S2 licensed
Quote from jonaz lindberg :Hello, today I've made a parkhouse (if it called so) and now I have some lightning problems, the lamps i've made is "area lights" and they are making the place bright as it should and so but they are not giving any shadows (pic atttached).
If someone knows what to do, please help me

PS. This is my first try to model anything so if you have any comments/critics about the model itself please post it to

I don't use Blender so I can't show you, but there are common 3D issues that you can check on first: Has the lights set with shadow casting? Is the area light diffuse level set too high so that it gets too soft and does not cast a definate shadow edge?
samyip
S2 licensed
very nice, very dynamic. It looks like a drifting scene. If it is, you will also need to add smokes.
samyip
S2 licensed
Quote from Zachary Zoomy :5hours 35 mins later

it could be the reflection floor you had there that makes the render took so long. Try do it without reflective floor and it may be quicker.
If you do want to use reflective floor, may be you could reduce the raytrace depth to 1 or 2 (which means you only see a reflection inside a reflection no more than once. imagine placing a mirror oppsite to another mirror, you will see the reflection almost infinity. The raytrce depth will control how many you will see. By reducing it, the computer does not need to calculate so many reflections.)
I am not a Blender user, but I beleive all 3D apps will have this parameters.
samyip
S2 licensed
I think he probably refer to comparison of the two 3D software...
3DS can be slow as well if you put high settings for quality render.
samyip
S2 licensed
Quote from bmwe30m3 :Say what`?

Final Gathering
samyip
S2 licensed
Quote from LineR32 :...Any one know how to fix the shadow under the car?

Check the size of your car to start with, (against your world measuring unit) Object too large or too small could results like that.

I think this problem happen on earlier version of max most (i.e. max 7), the newer version of max (i.e. 2008 with newer MR) don't seems to have this problem. However, you still can get round the problem because I had that once too, and I managed to change some settings (can't quite remember what now) and it went away.

Also, I will use the MR light with raytrace shadow. It seems work best in MR. The MR with shadow map sometimes gives you horrible artifacts.

Try download this scene and check my settings if you like, because I had that in this scene then I somehow solved it (or reduced it).

http://www.lfsforum.net/showthread.php?p=636687#post636687
Last edited by samyip, .
samyip
S2 licensed
Quote from bmwe30m3 :My little mental ray rander,i know its small
and a lil test at chamelion paint in mental ray

It doesn't seems that you have indirect lighting in your secene, the interior look too dark. Did you turn on FG too?
samyip
S2 licensed
I have always use Mental Ray. All of my renders were done in Mental Ray. I done them that way because I don't have to worry about compactability of materials etc.
samyip
S2 licensed
Quote from RE Amemiya :one more for the collection:

When the head lights are on, the rear lights should be on too
samyip
S2 licensed
Quote from NathanRx-7 :Anyone know how to physically render smoke?

use particle flow in 3D max to create smokes.

http://www.lfsforum.net/showthread.php?p=813969#post813969
http://www.lfsforum.net/showthread.php?p=732500#post732500
samyip
S2 licensed
Quote from batteryy :anyone able to render one of my skins?
http://xs.to/xs.php?h=xs127&am ... 26&f=xrt_green980.jpg

Nice skin
samyip
S2 licensed
Quote from e2mustang :...Its very hard to work like this i cant figure it what would it cause.
memory usage is usually 30% so that cant really be it

It is hard to know without seeing your scene, but there are few things you can do do speed up things when you are working on a scene.

1: Use wire frame instead of smooth and shaded with texture showing. if you have all 4 viewports in smooth and shaded mode, it would slow your PC right down, because it needs to refresh every viewport.

2: maximise the viewport that you are working on, so it is only displaying one viewport full screen. That way, your PC does not need to redraw all 4 viewport everytime you rotate or move something.

3: Make some of the background objects or not so important objects into 'box' (object properties>display properties>Display as box)

4: 'Isolate selection' mode. Isolate other objects in the scene, so it is only displaying the object that you are working on. when you finished editing, click the 'Exit Isolate mode' to go back to the whole scene. I always use this when I have a large scene, I can concentrate on building one object at a time.
Last edited by samyip, .
samyip
S2 licensed
Chrome material is not hard to create, but making your scene object look like chrome is another matter. Chrome object rely heavily on reflecting objects to make it look nice. If your scene has 'nothing' to reflect, it will just look like a flat coloured object. Most of the rendered scene in this forum are plain background scene with a floor only, that would not help for chrome object. If you are having a plain scene with no other objects for the chrome object to pick up reflections. The best thing to do is apply an environment map for your reflection to fake it.
samyip
S2 licensed
F3 only toggle the 'Smooth + Highlight' mode in the viewport. If you want to see the bitmap image (texture) on viewport, you will need to toggle the 'show map in viewport' button in the material editor of your chosen map.

Texture will only display in 'Smooth + Highlight', 'Smooth' and 'Flat' mode, it will not show in wireframe and boundary box mode etc.
samyip
S2 licensed
I agree Ian, taking picture yourself is not hard to do as digital camera is so common nowaday. The problem is alot of people don't bother.
I use the Luxology's imageSynth to create seamless tile-able texture. quite nice little PS plugin and it is not expensive too.
samyip
S2 licensed
Didn't the LFS DDS folder has all those textures you need? Skys, tracks, grass, concrete textures etc.
samyip
S2 licensed
It looks like the Photoshop's noise/sky pattern, is it? that pattern is quite easy to recognise....
samyip
S2 licensed
Quote from fundrifter :i have a nice XRT for u if u whant it only one problem ground is no good buut i hope u like the cab render

The bricks on the far wall look so big, which making the car looks like a minature. Increase the brick texture tiling in keeping with the wall on the house on the right. The render itself is ok.
samyip
S2 licensed
In 3ds max, at the bottom right corner, where it has the animation timeline control. click on 'Time configuration' button, then in 'Frame Rate' select 'custom' and you will be able to change the frame rate of your animation
samyip
S2 licensed
Quote from Feffe85 :ooh thnx

btw, anybody that have tried the network rendering mode in 3dsmax?

Yes, using the backburner, but that is only good for rendering sequence of animated frames. I have 3 machines linked up to do animation renders, and it is good, because each machine will pick a frame to render, when it finished, it will automatic take another frame from the render queue.
However, if I want to use one of the machine to do something else, I can let the other 2 machine to continue render. When my task is completed, the machine can go back and join in for render.

If you are only rendering still images, net render is not ideal. You may have to use 'distributed Bucket Rendering' instead. It will use all 3 machines processing power to render 1 image, so it could be 3 times faster.

Unfortunately I don't quite remember how I set it up, but I don't think it is that difficult, google to find out.
samyip
S2 licensed
Quote from [UKR] Race King :I made this animation render and converted this file to gif so i could upload it as my avatar but the gif image is too big.Is there any way to make it smaller without loosing any quality?

Almost impossible to have both.
however, you can keep the individual frame's quality high
reduce the FPS rate on your animation. e.g. 12fps instead of 25 or 30 fps. In that way you will definately reduce the file size. The downside is that the animation will not be as smooth as a high FPS animation, but the quality of image remain the same.
samyip
S2 licensed
Quote from ImportFantasy :How do you actually add a RGB tint?

I think he meant add an additional 'RGB tint' to the Plane's existing material to control the colour.
But you don't need to do that. Just apply the plane(or neon tube object) with self illuminated material (same as the lighting plane above the car) then in the colour slot, change what ever colour you want.
Last edited by samyip, .
FGED GREDG RDFGDR GSFDG