I have tested the new V-ray denoiser to see how can be used in a production pipeline. The Idea behind the denoiser is to create a noisier but quicker image using lower noise threshold in brute force and then reduce the noise with the denoiser. The tool its simple enough: you just add VRayDenoiser as a render element, select the strength of the denoiser (if you choose custom you can change it after render) and that’s it.
To do the tests I used the default “universal” V-ray set up with light cache as secondary bounces and brute force in primary. I put my max subdivisions at 100 and control the quality with the noise threshold.
In this test I used a material created to test the noise reduction. Its basically a red kind of plastic with a weird Bercon noise as a bump. The Shader Ball was taken from Grant Warwick website (very good courses).
This is the hi quality control image with a noise threshold of 0.005
Randomizer is a plugin to create UVW maps in several objects at the same time with the intention of randomize the position and rotation of them. It can be useful in the creation of objects with the same material but different pattern like tiled floors.
3 weeks ago, I went to an interesting MeetUp in Manchester. The meeting was about Unreal Engine and there was several interesting chats about the creation of video games. One of the thing that catch my attention was that most of the companies was working with a program called Substance and after some investigation I discover that its a really cool program that soon will become a standard in the video game industry.
Allegorithmic substance Its probably the most interesting thing happening in the 3d world since Zbrush.
The software is divided in two different programs.:
Last week I have been trying to learn both programs and I think I am starting to know my way around them. For all of them who want to start with Substance. Allegorithmic channel in youtube have a lot of really cool tutorials. My favourite so far is the Procedural rocky Ground Material by Wes McDermott, Its a little bit complicated but definitely worth it. This is the material that I have created with it, its fully procedural (no maps):
In conclusion, substance software is a fantastic tool and you should learn it as soon as possible. I am having a lot of fun with it.
File Organizer leaves an object ready to save in the library. With this Script, the next time you merge some object to your scene it will be perfect.
The script will do the following:
This script is very easy to use. First you just have to fill all the fields that you want to be in the name and then, you press “Get it ready”.
This script reduce the number of polygons in the scene while keep them in during the render.
The Script will change the TurboSmooth iterations for TurboSmooth render iterations. As a result, we will have a scene that have way less polygons in while we work in it but it will render at the same quality.
This script check all the selected objects and if they have any TurboSmooth modifiers it will do the follow:
This script is a way to create UVW maps in several objects at the same time with the intention of
randomize the position of them. It can be useful in the creation of objects with the same
material but different pattern like tiled floors.
This script is obsolete, you can download the last version here
if for any reason you still want the old version: