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3dcgi

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Viewing 15 posts - 1 through 15 (of 21 total)
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  • in reply to: Multi/Sub-Object Materials #64133
    3dcgi
    Customer

    Hello,
    i did face the same issue today on the watch hands of my latest model.
    They are animated (thanks again to @kdv who helped me get it working) and minute and hour hands include 2 materials
    To get this fixed, I did detach the parts using MatID2 and then i created a dummy for each hand, linking the 2 parts of the minute, and the 2 parts of the hour hands
    Using a dummy will help you to get the materials assigned as required
    Obviously, this isn’t the perfect solution, especially if you have hundreds of meshes, but it is at least a more or less good workaround
    A little helper, for large scenes, is this 3ds script
    Detach by ID
    Using it quite often to split meshes into more manageable parts

    Hope this helps

    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

    in reply to: problem with time on watch #64004
    3dcgi
    Customer

    had to play around a bit with the X values, have it set now to those values and it seems to work just fine
    Thanks for your great help :good:

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    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

    in reply to: problem with time on watch #64001
    3dcgi
    Customer

    seems the mp4 was too big, so here a link to it https://vimeo.com/829612929/e247b67053
    starts at 2sec

    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

    in reply to: problem with time on watch #64000
    3dcgi
    Customer

    here a screen recording of the watch

    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

    in reply to: problem with time on watch #63996
    3dcgi
    Customer

    Something weird is happening
    now it shows the time correctly, but when it reaches 15 seconds, the second hand starts rotating over the Z axys
    same happens when it reaches the 45 second point

    First I thought it had something to do with the meshes, so I recreated all 3 hands from scratch to be 100% sure that there wasn’t any issue with the pivots, but it keeps happening

    I created the puzzle exactly as @kdv showed me (thanks to him for the incredible support on my last posts )

    Any idea whats going on here?

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    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

    in reply to: problem with time on watch #63995
    3dcgi
    Customer

    ah, disregard that
    I figured it out
    Had to select the main procedure first

    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

    in reply to: problem with time on watch #63993
    3dcgi
    Customer

    that doesnt work
    i tried left click, double click and right click
    when I left click within the procedure library then it jumps into the main scene and right click only provides me with some options like save to library et cetera

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    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

    in reply to: problem with time on watch #63991
    3dcgi
    Customer

    Thanks a lot @kdv

    How do i change the name of the procedure from “do something” to “SetClockDialers”?

    Really cant figure that one out :wacko:

    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

    in reply to: Porsche Taycan configurator #63982
    3dcgi
    Customer

    @Pandern awesome work! :good:

    Hi Pandern
    yes you are right, i noticed it last night and fixed it this morning
    Thanks for pointing it out :good:

    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

    3dcgi
    Customer

    Nevermind, I did figure it out B-) :yahoo:

    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

    3dcgi
    Customer

    I figured that i had to set up free camera, now the camera switching is working, but I still have the issue with the pivots
    Already tried to move the pivot from the camera manually, but that didn’t work
    Also, how do I set the camera now when the scene loads?

    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

    in reply to: AO map not generated #63864
    3dcgi
    Customer

    Thanks for the information. This helps. :good:

    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

    in reply to: Using HDRI as background cant get rid of distortion #63832
    3dcgi
    Customer

    Hi,
    unfortunately the “Ground Projection” feature is not supported for HDRI Environment textures at the moment. This feature is in our TODO list though. As suggested above, you might need to create a “Dome” by using a regular textured mesh.

    Thanks for clearing that up. I will use KDV’s advice until ground projection is supported

    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

    in reply to: Using HDRI as background cant get rid of distortion #63831
    3dcgi
    Customer

    In both cases they use 4096×2048 equirectangular map in .jpg. And they apply those textures to a big semi-sphere (with a flat base).

    Something like this

    The same approach is used in the Firstperson Camera demo

    Thats a great info, thanks for your help.

    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

    in reply to: Using HDRI as background cant get rid of distortion #63813
    3dcgi
    Customer

    found the link
    https://www.dongfeng-nissan.com.cn/activity/car/qashqai
    this one is made with the HDRI from polyhaven
    and here another one
    https://www.dongfeng-nissan.com.cn/activity/car/altima
    not sure if that is also a HDRI from polyhaven
    Although it is not 100% it is much better then the results I got

    • This reply was modified 1 year, 2 months ago by 3dcgi.

    Senior CGI Artist @ 3DCGI.Studio #zerophotography
    ➤ Unreal Engine - 3ds max V-Ray
    ➤ Hyper-realistic 3D. Cars, Motorcycles, Products, Archviz Visualizations, 3D & VFX Animations

Viewing 15 posts - 1 through 15 (of 21 total)