List of tutorials that you could kindly put in your future ones (Directed towards architects who want to build a VR Vizualization of their designs) 1- Setting up units in both max and sting ray 2- Creating Environment render setting for GI in sting ray (day and night) 3- Creating animated shaders in max to be compatible directly in sting ray 4- Importing assets from max to sting ray with materials (buildings, cars,trees) 5- Open link for quick update between max and stingray 6- setting up interior lighting in stingray 7- setting up streets in stingray 8- setting up cameras effects ( depth of field , shutter speed , slow motion ...etc) 9- setting up AI for cars population in the scene in stingray 10- setting up trees and foliage wind animation in sting ray (possible needs mod in max) 11- Setting up animated shaders in sting ray for water features and sky clouds. 12- setting up interactive vehicles like caddie cars for VR interactive experience 13- Fastest method of creating LODs in stingray, and if there is a script for it that would be beyond helpfull I'm aiming at building a stingray template file ready for direct architectural VR visualization deployment by architects, so that production time is minimized and a better result is achieved with little knowledge of stingray. A lot of architects would really appreciate such setup. and thanks again
Thanks again for these Dan. Problem for me in max though - every material i am building is showing up VERY metalic - the color map gets really washed out. Even though i am plugging through the steps, i feel as though i am missing something.
+DavidRBeach Just set your metallic value to 0. Those will get set based on values from 1 to 0 if you do not have a map in the slot and the box is not checked to use that map.
+DavidRBeach I'm fairly certain in standard shaders we don't import any tiling and you'd have to set it up yourself. This may be true of directx shaders as well unless you set up a multiplier in the shader graph itself -- which is what you would do in Stingray as well. do a multiply out to the uv coordinate node and make it vector 2 and then set your UV tiling, ie: (2, 2) for double tiling.
That seems to be another indicator of something going wildly wrong for me then. In the video i put together you will see tiling right from the very start of applying the texture.
Also I would really appreciate if we can see a high end GI exterior scenes from stingray so we can evaluate whether it would be better for visualization production than using Vray and its cumbersome setup and render time (I know it won't be as realistic but close enough would be good)
When I took a picture of a brick texture, I put it in the normal map, but it looks all metallic. I tried to move with all the sliders, but it still looks the same...
The new Stingray version was advertised that it could export and convert VRay Materials aswell, is there a chance for converting other render engines to Stingray / DirectX Materials too?
Thank you for the tutorial, sadly in my case it doesn´t work :( can I see the result only in the viewport not when i am rendering the scene? i have painted maps in substance painter and want to render out the scene in max is it possible?
thanks . I used to import maps made in "Substance painter 2" to "3Ds Max" and they appear washed out in the view port, but now the appear the same way as Substance painter view.
thanks a lot really I have been looking around for this If there are available stingray ready made shaders and animated shaders for water I would really appreciate if you can point me to it
Hi Hossam Zayed, please join us on the public forums for more info and tutorials suggestion lists and assets -- forums.autodesk.com/t5/stingray/bd-p/800 Thanks!
List of tutorials that you could kindly put in your future ones (Directed towards architects who want to build a VR Vizualization of their designs)
1- Setting up units in both max and sting ray
2- Creating Environment render setting for GI in sting ray (day and night)
3- Creating animated shaders in max to be compatible directly in sting ray
4- Importing assets from max to sting ray with materials (buildings, cars,trees)
5- Open link for quick update between max and stingray
6- setting up interior lighting in stingray
7- setting up streets in stingray
8- setting up cameras effects ( depth of field , shutter speed , slow motion ...etc)
9- setting up AI for cars population in the scene in stingray
10- setting up trees and foliage wind animation in sting ray (possible needs mod in max)
11- Setting up animated shaders in sting ray for water features and sky clouds.
12- setting up interactive vehicles like caddie cars for VR interactive experience
13- Fastest method of creating LODs in stingray, and if there is a script for it that would be beyond helpfull
I'm aiming at building a stingray template file ready for direct architectural VR visualization deployment by architects, so that production time is minimized and a better result is achieved with little knowledge of stingray. A lot of architects would really appreciate such setup.
and thanks again
Thanks again for these Dan. Problem for me in max though - every material i am building is showing up VERY metalic - the color map gets really washed out. Even though i am plugging through the steps, i feel as though i am missing something.
+DavidRBeach Just set your metallic value to 0. Those will get set based on values from 1 to 0 if you do not have a map in the slot and the box is not checked to use that map.
One more simple question about the same process - how do you control the tiling? Through UVW mapping, or is there a better method? Thanks!!
+DavidRBeach I'm fairly certain in standard shaders we don't import any tiling and you'd have to set it up yourself. This may be true of directx shaders as well unless you set up a multiplier in the shader graph itself -- which is what you would do in Stingray as well. do a multiply out to the uv coordinate node and make it vector 2 and then set your UV tiling, ie: (2, 2) for double tiling.
That seems to be another indicator of something going wildly wrong for me then. In the video i put together you will see tiling right from the very start of applying the texture.
+DavidRBeach feel free to hit me up on skype if you're free and we can walk through your issues :) skype: danmatlack
Also I would really appreciate if we can see a high end GI exterior scenes from stingray so we can evaluate whether it would be better for visualization production than using Vray and its cumbersome setup and render time (I know it won't be as realistic but close enough would be good)
+Hossam Zayed We are working on some of these samples for the public.
When I took a picture of a brick texture, I put it in the normal map, but it looks all metallic. I tried to move with all the sliders, but it still looks the same...
The new Stingray version was advertised that it could export and convert VRay Materials aswell, is there a chance for converting other render engines to Stingray / DirectX Materials too?
is there a way to get stingray shader to show up during a still image render?
+Sands Leavitt I am able to render using the Hardware Renderer. Please visit the forums and we can discuss or share images.
Dan Matlack thank you so much.
Thank you for the tutorial, sadly in my case it doesn´t work :( can I see the result only in the viewport not when i am rendering the scene? i have painted maps in substance painter and want to render out the scene in max is it possible?
Can this shader not use Opacity? I can't find anything to add an opacity mask. I'm trying to set up foliage and finding nothing.
thanks .
I used to import maps made in "Substance painter 2" to "3Ds Max" and they appear washed out in the view port, but now the appear the same way as Substance painter view.
When I change to stingray these parameters to place the maps disappears, Do You know what is happening ?? Thanks
thanks a lot really I have been looking around for this
If there are available stingray ready made shaders and animated shaders for water I would really appreciate if you can point me to it
Hi Hossam Zayed, please join us on the public forums for more info and tutorials suggestion lists and assets -- forums.autodesk.com/t5/stingray/bd-p/800 Thanks!