I would like to thank you for your hard work! Graphics updates are always very welcome. Screenshots look great, cascade shadows are going to make a huge difference and new shader system looks promising. I hope one day we will see 2 layered shaders for carpaint too.
I haven't. Those were done in Arion or Fry. I don't think that modo would give that kind of quality, but I can try in spare time. For now I want to make some lfs cars on lfs tracks and can't find time for them
luxology modo, pretty much for everything 3d these days, I started using when modo 102 was released, so long time ago but was using vray,fry and modo in parallel until modo 601. Now I can model/texture/render anything in modo.
I cant remember exactly how to crank up IRR samples in vray, I guess by setting higher IRR rates. Not sure about that. But anyway I recommend to try vray object light (mesh light?). Just make vray light and pick you curved planes as light emiting mesh from vraylight settings.
When you use IRR GI vray will fire rays randomly trying to search for sources of lights. Only some of them will find their destination (your vray light mat), most of them will be wasted. The smaller those curved planes are the more splotchy GI solution will be.
You can eighter increase number of IRR rays (higher settings) or use vray object light. Object light will fire rays from source of light towards your car making the whole GI thingy way more accurate and more efficient, most probably slower too but that depends on your light subdiv settings. You should get fine noise rather than splotchy GI.
Similarly if you have such splotchines with HDR you could use VrayDome instead of HDRi file in env slot. It will force more efficient raytracing solution (more efficient for finely detailed HDR maps or small and/or distant light sources) basically tracing rays exactly like vray lights do.
Nice to hear that, and thanks for showing us that 3d ripper thing, it's great fun to play with lfs tracks. That foggy/haze effect is a very simple render hack. You can do same thing in vray using ZDepth pass. Just invert it and place over your final render in PS with screen blendingl; use levels on it to control color and brightness of the "fog". I'm using modo renderer now for most of my work and it has this hack sort of builtin into shader. Very simple yet gives some extra realism to renders.
Inspired by Gerben's renders (3dRipperDX stuff) I found few hours and played a bit with South City track. Now these are only fun tests without cars. I wanted to see if it's possible to bring these meshes into modo with all UV and Texture data. Initially I had some problems but I figured out how to convert dds into pngs files and it turned out well eventually.
I plan to convert some more maps, maybe improve them a little and make some more interesting shots with cars next time. Here's what I have so far:
I have to admit I haven't tried to run this tool yet but I've just seen introduction videos. One thing haunted my eye. There seem to be 3d studio export option in menu.
I guess it's just a simple camera export at this point. Will it be ever possible to import track and car models into max with all telemetry data for cars(not just car trajectory)?
I was wondering if it will be possible to create prerendered videos in 3ds max based on LFS models and telemetry one day?
Some of you know I started hipoly FZR project long time ago.
It has been pretty much dead for the last year but I decided to gather all parts I did and create a little test render to motivate myself to finish it.
As you can see the shape is not perfect. Hopefully I'll be able to find some time to fix it and add missing features