I think you might actually be the best archviz content creator on RUclips. Every video teaches me something I either didn't know before, or a better way of thinking about/doing something I've done before. Truly outstanding work.
The Volume Selection modifier with a mesh as reference is amazing, I can see many uses for it, specially when trying to keep a non destructive workflow
Great stuff as always! If you've ever done construction - particularly drywall, you know that walls are never perfectly straight, sometimes have small protrusions at joins where excess mud has been applied, or divots where the plaster has sunk onto countersunk screw holes, etc.
Stumbled across your channel this morning and binge watching all of them👏👏👏 Like I mentioned in other video you made that I’ve been using max for 23 years; I started on version 4 when Discreet still was the creator/owner and I must say you taught this old veteran some nice tricks! I still remember struggling back then with the limited render quality we had….heck I still have my Discreets Plasma and Combustion install discs if anybody remembers those programs. I actually started using Gmax first from Discreet after playing Microsoft’s Flight Simulator because I wanted to model my own airplanes. Then I learned about 3dsmax and haven’t stopped since. Looking forward to more videos from you. Thank you!
I've written this many times. Your perspective is different, which is why your materials are relevant and on a higher mental level, keeping up with current times. Your way of thinking will always stay up to date with what's happening. Now, the question: Does a craftsman become an artist, or does an artist have to become a craftsman?
Hello. As always, a great tutorial. always informative and straight to the point. may I suggest a few tutorials on managing big scenes. like for example importing a lot of assets and connecting missing maps (this is so tedious in max) working with lots of vegetation and scatters, layers and lots of big maps, and how about one for balancing different lights in the scene. thank you and regards. 🤘
i usually combine a large noise for the wavyness+ a tiny noise for the paint bumps+ vrayedgetex for the chamfered edges, all added in a composite map and plugged into the bump slot. i also, use large noise map for refl glossiness for very slight unevenness in glossiness. it would be great if you could try this methos and see how it compares on a wider shot
Again an very helpful video! Would love to join such a workshop with u! One of the most difficult things for me is creating streets with sidewalks, a realistic asphalt texture and the sidewalks and curbs look realistic
Hey I'm not using fstorm right now so I don't know if this could work, but you could try to add an optimize modifier and check tje auto edge option... then check to ignore it for render to see if it works 🤣 what a workaround,
great video again. I am wondering how would be the best approach to another aspect of walls realism: the subtle mixture between different textures in the corners with the floor or with another walls/surfaces. Usually in renders these looks to perfect to be real.
Very cool approach! Thank you very much for sharing your experience. Unfortunately, when working with clients, it is often impossible to apply these techniques, they need perfectly even mirrors, windows without bumps, no "wrong" lines(
The trick is to make it as subtle as possible. What artists usually do when they learn a trick, they want it to be visible, and they add too much of it, and that's when the client notices it. A lot of times when clients complain about something being to bendy or dirty, I reduce the intensity of that by about 60%, I never remove it completely, and I randomize it, and every time they are happy with me "removing it" :D
Hmm, strange, it does not work for me if Interactive is open and running, tested it now in Corona 11 and 12 and on a friend's pc. Because any sort of "Only show in render" option that affects the mesh will be displayed in viewport once you start Interactive, for example Render iterations in Turbo smooth, Render Multiplier Scale on a Plane, in Ornatrix if you have viewport hair to 500 and render hair to 4mil, once you start interactive all 4mil hairs will be displayed in viewport. Talked to Corona support about that, and they told me that unfortunately for anything to be visible in render it needs to be visible in viewport.
I appreciate your exploration and 3d technique but i will say little post-production can fix such issues, i will try to do that in krita/photoshop because the result can be achieved in far less time with no meshing with 3d geometry.
@@TextureSupply brother that's why you are not understanding my point because you are doing everything in 3ds max but now people use BIM software for modelling because poly-modelling need much effort to learn and master with lots of hassle to fix topology. Also, with simple warp brush we can make distortion in krita in seconds. Such methods are not dependent on 3ds max render but anybody can adopt them. Send me the file, I will record tutorial.
Imagine doing this for every wall. First you have to join all walls after importing which is unnecessary. You yourself can ask which is time saving. I actually learn lot from you when I started my 3d journey by 3ds max, arrimus 3d is my 3d mentor. But after 3 years, I also learn blender then after 1 year rhino, after that I watch multipass compositing and advance post production and I realised sometimes we just stuck in doing everything using same software which can be solved by other tools in few clicks. Also, maybe someone will train AI to do this in one click, ultimately image AI is directly related to compositing so it is possible anytime soon. But, yes for 3ds max lovers it is best technique.
Funny thing is, I had a bunch of issues with recording of this video, so in my first take... I was actually singing "...smoooth operatoooor..." but after getting frustrated on recording issues I forgot to do that in the final version :(
Great tutorial. Typical AutoDESK behavior - adding a function to its software without bothering creating educational material to accompany it. Data channel never got any documentation to really educate us about its potential or how to use it really.
I'm not gonna lie man... the outcome is not worth enough for the rendering cost you're inputing by actually having to subdivide these walls. If you work on a big scene or if you're doing videos this is just not feasible.
I think you might actually be the best archviz content creator on RUclips. Every video teaches me something I either didn't know before, or a better way of thinking about/doing something I've done before. Truly outstanding work.
🎉 man, you are genuinely the best designer I have ever seen nice and good work!.
am learning a lot from your channel. God bless you man!❤
Really usefull, I already used Subdivide and Noise effect on walls but you push it to another level ! Thank you so much !!
Dude... you have some awesome stuff on your channel!
@@RenderRam wow thanks ! I don't post too much on YT I have more on Instagram 😉
I see a new RenderRam video, I hit like even before watching cause I KNOW it's top notch quality
I Agree !
Great content as usual. Nice to finally see modifiers that are usually implemented for other fields used in archviz.
The Volume Selection modifier with a mesh as reference is amazing, I can see many uses for it, specially when trying to keep a non destructive workflow
Awesome! Love the Data channel method, wouldn't have come up with that. I appreciate the super high quality content you're making, top tier!
Data channel is something i've been avoiding like it stinks. Thank you for pushing me over the edge Vjeko, the power of it is sick!
Great stuff as always! If you've ever done construction - particularly drywall, you know that walls are never perfectly straight, sometimes have small protrusions at joins where excess mud has been applied, or divots where the plaster has sunk onto countersunk screw holes, etc.
Stumbled across your channel this morning and binge watching all of them👏👏👏
Like I mentioned in other video you made that I’ve been using max for 23 years; I started on version 4 when Discreet still was the creator/owner and I must say you taught this old veteran some nice tricks!
I still remember struggling back then with the limited render quality we had….heck I still have my Discreets Plasma and Combustion install discs if anybody remembers those programs.
I actually started using Gmax first from Discreet after playing Microsoft’s Flight Simulator because I wanted to model my own airplanes. Then I learned about 3dsmax and haven’t stopped since.
Looking forward to more videos from you. Thank you!
Were sharing the same max years fellow veteran! 💪💪 keep it up strong! And thank you for support!
I've written this many times. Your perspective is different, which is why your materials are relevant and on a higher mental level, keeping up with current times. Your way of thinking will always stay up to date with what's happening.
Now, the question: Does a craftsman become an artist, or does an artist have to become a craftsman?
Hello. As always, a great tutorial. always informative and straight to the point. may I suggest a few tutorials on managing big scenes. like for example importing a lot of assets and connecting missing maps (this is so tedious in max) working with lots of vegetation and scatters, layers and lots of big maps, and how about one for balancing different lights in the scene. thank you and regards. 🤘
i usually combine a large noise for the wavyness+ a tiny noise for the paint bumps+ vrayedgetex for the chamfered edges, all added in a composite map and plugged into the bump slot. i also, use large noise map for refl glossiness for very slight unevenness in glossiness. it would be great if you could try this methos and see how it compares on a wider shot
Again an very helpful video! Would love to join such a workshop with u! One of the most difficult things for me is creating streets with sidewalks, a realistic asphalt texture and the sidewalks and curbs look realistic
Hi Vjeko, great content as always! If You do that workshop, I am totally in!
Hey I'm not using fstorm right now so I don't know if this could work, but you could try to add an optimize modifier and check tje auto edge option... then check to ignore it for render to see if it works 🤣 what a workaround,
i think tySelect would be a nice non-destructive selection method for convex edges and so
great video again. I am wondering how would be the best approach to another aspect of walls realism: the subtle mixture between different textures in the corners with the floor or with another walls/surfaces. Usually in renders these looks to perfect to be real.
Yess! I've been struggling with making walla look good! Thank you!
I'm in for a workshop!
Great video as always!
Would love to join your workshop man. Been a huge fan of your work since lately...
It's still Sunday in some part of the world :D Thank you for the amazing videos Vjeko
I uploaded from Hawaii just so that it says it's Sunday still! ☝, jk vid was a bit late :)
@@RenderRam Haha, very informative video and can't thank you enough. And I forgot that I'm signed into my personal account and not thereal1tap one :D
The workstop is a great idea! I would love to be a part of your workshop.
You are the best of the best for how you explain things
Your Workshop would be an Amazing and Fresh Perspective on Learning. Hopefully i get picked
great video vjeko!
thank you as always for your tips! i always learn so much from you!
Exceptional! Thankyou.
great tutorial!
great tutorial
Thank you very much, I learned new knowledge. .
Great channel! 'Off in renderer' works with Arnold, btw ;)
The magic of being a in-house rendering engine :D
Very cool approach! Thank you very much for sharing your experience. Unfortunately, when working with clients, it is often impossible to apply these techniques, they need perfectly even mirrors, windows without bumps, no "wrong" lines(
The trick is to make it as subtle as possible. What artists usually do when they learn a trick, they want it to be visible, and they add too much of it, and that's when the client notices it.
A lot of times when clients complain about something being to bendy or dirty, I reduce the intensity of that by about 60%, I never remove it completely, and I randomize it, and every time they are happy with me "removing it" :D
@@RenderRam I'll try, thank you😉
I'm in for the workshop!
That's a very important secret revealed.. Thank you ❤️
Great tip!
I want more information about that workshop! INCLUDE ME!
interested in workshop
I’m in for workshop ❤
I can comfirm that OFF IN VIEW PORT works with Corona Render as far as I've tested
Hmm, strange, it does not work for me if Interactive is open and running, tested it now in Corona 11 and 12 and on a friend's pc.
Because any sort of "Only show in render" option that affects the mesh will be displayed in viewport once you start Interactive, for example Render iterations in Turbo smooth, Render Multiplier Scale on a Plane, in Ornatrix if you have viewport hair to 500 and render hair to 4mil, once you start interactive all 4mil hairs will be displayed in viewport.
Talked to Corona support about that, and they told me that unfortunately for anything to be visible in render it needs to be visible in viewport.
sure i would love to be a part of it.
yes sir absolutely ready for workshop....love your videos it would be really great for us to get feedback from you on our work...
Video begins at 1:17
balls to the wall bruh
We'd love to work on your workshop...
But for free please 😭
I appreciate your exploration and 3d technique but i will say little post-production can fix such issues, i will try to do that in krita/photoshop because the result can be achieved in far less time with no meshing with 3d geometry.
For animation, it can be helpful but now people dont use 3ds max for animation due to presence of renderers like D5, twinmotion and unreal.
So instead of spending a minute on it in 3D once, you rather do it manually in post for every camera angle and every re-render? 🙂
@@rajendrameena150 There are plenty of people doing animations in 3Ds Max still. :)
@@TextureSupply brother that's why you are not understanding my point because you are doing everything in 3ds max but now people use BIM software for modelling because poly-modelling need much effort to learn and master with lots of hassle to fix topology. Also, with simple warp brush we can make distortion in krita in seconds. Such methods are not dependent on 3ds max render but anybody can adopt them. Send me the file, I will record tutorial.
Imagine doing this for every wall. First you have to join all walls after importing which is unnecessary. You yourself can ask which is time saving. I actually learn lot from you when I started my 3d journey by 3ds max, arrimus 3d is my 3d mentor. But after 3 years, I also learn blender then after 1 year rhino, after that I watch multipass compositing and advance post production and I realised sometimes we just stuck in doing everything using same software which can be solved by other tools in few clicks. Also, maybe someone will train AI to do this in one click, ultimately image AI is directly related to compositing so it is possible anytime soon. But, yes for 3ds max lovers it is best technique.
ruclips.net/video/4TYv2PhG89A/видео.html old school
Funny thing is, I had a bunch of issues with recording of this video, so in my first take... I was actually singing "...smoooth operatoooor..." but after getting frustrated on recording issues I forgot to do that in the final version :(
@@RenderRam 😅
Братан намагається видати поганий ремонт квартири за органічність в інтер'єрі))
Great tutorial. Typical AutoDESK behavior - adding a function to its software without bothering creating educational material to accompany it. Data channel never got any documentation to really educate us about its potential or how to use it really.
I'm not gonna lie man... the outcome is not worth enough for the rendering cost you're inputing by actually having to subdivide these walls. If you work on a big scene or if you're doing videos this is just not feasible.