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.
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.
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?
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.
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).
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.
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.
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.
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.
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.
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.
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
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.
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.
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.