

Eventhough the result is not too bad, my light settings are not really good : I had to use very high power values for my emitters which I do not think is the way we should do. But anyway, if it can help, here it is :wagurto wrote:Pierre very nice work, would you mind share some of your camara and light settings I am struggling with those setting and I am not getting any closer to image like yours.
Thanks in advance
No problem, here it is :White_Porcelain.mxm.fritz.arn wrote:Would it be possible that you share your porcelain material settings in V1.
Would be great. At the moment I try with two bsdf layers but I think it's not shiny enough.
I have uploaded a new version of the same material. The new one is a bit less shiny (the old one was too reflective).fritz.arn wrote:Thank you very much Pierre.
Here you arewagurto wrote:thanks Pierre I quite don't understand your settings is there anyway you can post a shot of your model with the location of your reflector plane?
thanks
These were rendered with RC5 and unfortunately I did not keep the RC5 scenes and materials.wagurto wrote:I saw the model is for your last image, what about the 2nd and third image? they are generally brigther and vivid are are the light settings on those.
thanks for the information.
If it can help someone...jonathan löwe wrote:hey, thanks for telling us your scence-setup nice bathrooms!!!
Usually I assign the textures (mxm files) in solidworks (The parts selection is much easier in SW) and then I import the scene in Studio for setting UVW and fine tuning lighting, camera, and textures.Eric Lagman wrote:Awesome work. You use solidworks for modelling I see. What about textures? Do you do your render with the sw plugin, or import to studio for textures. I have been importing all my models into studio from sw. I find it to be the lesser of two evils when it comes to textures.
Hello Pierre,Pierre Caron wrote:Usually I assign the textures (mxm files) in solidworks (The parts selection is much easier in SW) and then I import the scene in Studio for setting UVW and fine tuning lighting, camera, and textures.
Workflow is definitely something Next Limit will have to work on for the next releases.
hmmm can you elaborate a bit about the the use of […]