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tadzio

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Zawartość dodana przez tadzio

  1. tadzio odpowiedział Leru → na temat → Wolne dyskusje
    no i znow sie wszyscy zaczynaja slinic... ehhh.....
  2. sami chaosi pewnie nie wiedza;)
  3. tadzio odpowiedział Leru → na temat → Wolne dyskusje
    ja proponuje ŁÓDŹ :). to jest optymalne miejsce-w centrum Polski. dobre?
  4. Purple z Blendera do sie duuuzo wycisnac. A max nie jest wcale przyjazniejszy ani latwiejszy. Soft nie czyni z czlowieka "grafika". Nie wazne czy to blender, wings, max czy maya. Wszystkim mozna dzialac cuda. Kwestia czasu i pracy. Obrazek oldschoolowy;) pozdr
  5. tadzio odpowiedział Hindus → na temat → Wolne dyskusje
    Wiesz Hindus wiekszosc "szefow" ma to do siebie ze nie lubi ludzi ktorzy nie stoja rowno w szerego. Idealny podwladny to trybik, nie zadaje za duzo pytan i mimo ze nie zgadza sie z wola przeloznego to i tak jest mu posluszny. Jak masz swoje zdani i za bardzo je manifestujesz to sie to mu nie podoba i bedzie sie przychrzanial. Ja np mam taka sytuacje w robocie, ze moj szef wie ze jak mi cos nie podpasuje to bede darl jape;) I czasem ciezko jest;) pozdr
  6. tadzio odpowiedział Leru → na temat → Wolne dyskusje
  7. Hindus sypiesz niusami jak z rekawa ;) Filmik momentami zagmatwany, ciezko nadazyc za akcja ale fany. pozdr
  8. No i bardzo fajnie. mnie sie sypal simCloth za kazdym razem przy wybieraniu vertexow do grup... nie dalo sie zawiesic tkaniny itp. Mam nadzieje ze teraz sie nie bedzie sypal. Dzieki Xeav:*
  9. tadzio odpowiedział Leru → na temat → Wolne dyskusje
  10. pensjonat pod róóóÓÓóóżą:) blado troszke jak na moj gust. podkrecilbym saturacje troszke. pozdr
  11. tak jak Panowie wyzej napisali: slaaabe to to.... making do czegos takiego to troszke... dziwna sprawa... pozdr
  12. Mirach- dokladnie:) he he he.... Poza tym RC5 podobno faktycznie i odczuwalnie jest szybszy niz RC3 [ (*) Increased rendering speed for some types of scenes; ] Zreszta wszystko wyjdzie w praniu. pozdr
  13. Lisie wiem.To znaczy o nastepcy rc5 nie slyszalem. Ale wrzucam to co znalazlem. RC4 i RC5. pozdrawiam.
  14. tadzio odpowiedział Nowi → na temat → V-Ray
    Looknij tu: http://max3d.pl/forum/showthread.php?p=581786#post581786
  15. Kilka informacji o nowych Vray'ach jakie mi sie udalo wygrzebac w sieci (+ficzery Vray Final'a zapodane przez Juniora na str.2): VRay 1.5RC4 New features: New render elements: VRayMatteShadow, VRayTotalLighting, VRayRawTotalLighting. Modified features: Updated WIBU-key drivers for 32- and 64-bit Windows* (including Windows* Vista*) are included with the installation; VRaySun is now compatible with the 3dsmax Daylight system and can be selected as a sun type; VRayDisplacementMod now supports high-dynamic range textures for displacement in "2d landscape" mode; VRayPhysicalCamera supports horizon line in the viewports, clipping and environment near and far ranges; Distributed rendering can now be started as a BackBurner job; VRayColor texture has an option to apply gamma correction to the displayed color in the UI; "Don't affect colors" option for color mapping; useful if you only need the sampling adaptation to be performed; "Cutoff" threshold parameter for VRayLight's allows to reduce render times in scenes with many weak lights; "Envrionment priority" option added to VRayMtl to control environment override behaviour between different materials; Options for directly controlling the render mode (region, crop etc) of the V-Ray VFB; "No GI on other mattes" and "GI surface ID" parameters added to VRayMtlWrapper; Matte objects with the "Shadows" option checked will now generate VRayRawLighting, VRayRawShadow and VRayMatteShadow elements; If "Check for missing files" option is checked, DR will now fail on the render slaves if some maps cannot be found, instead or rendering wrong buckets; If there are several VRaySun nodes in the scene, VRaySky will now pick the first one that is enabled (rather than the first one at all); V-Ray will now force multithreading when 3dsmax is in slave mode, regardless of the 3dsmax multithreading option; When rendering to texture (RTT) the 3dsmax VFB is now always generated, regardless of whether the V-Ray VFB is on or off; VRayFur can now generate motion blur with more than 2 geometry samples; The irradiance map viewer will print out the progress of merging irradiance maps; The autosave file names for irradiance/light cache/photon/caustics maps are now updated at each frame, rather than only at the render start; The irradiance/light cache/photon/caustics maps are auto-saved as soon as they are computed, rather than at the end of the frame/rendering; The "Save maps per frame" option has been removed from the GI rollout; VRayProxy will now re-link the .vrmesh file at each frame, rather than only at the render start; Known issues: When rendering a 3dsmax Raytrace material applied on VRayProxy objects, V-Ray will crash; Bug fixes: "Affect shadows" and "Affect alpha" options did not work for VRayMtls inside a Multi/subobject material (RC3 bug); Moving VRayPhysicalCamera caused spurious MacroRecorder events about the target distance changing; Problems with 2D displacement (RC3 bug); Automatically created VRaySky did not have a name; Horizontal scrolling problems with the V-Ray messages window; VRayOverrideMtl could cause 3dsmax to crash; Multi/subobject material inside a VRayBlendMtl etc. did not render; 64-bit V-Ray could fall into an infinite cycle when rendering 2d displacement; Some rare raycaster precision errors were fixed; Starting/finishing rendering could be extremely slow in 3dsmax R9; VRayHDRI always took at least 10 MB of memory, regardless of actual image size (RC3 bug); Incorrect irradiance map density and texture sharpness when using camera clipping planes; Missing files (textures/VRayProxies etc) were not always detected correctly; Distributed rendering between mixed 32/64-bit V-Ray versions did not work properly; Standard materials with transparency did not render properly (RC3 bug); No motion blur for ParticleFlow on 64-bit 3dsmax; Color corrections from the V-Ray VFB were applied to the alpha channel when splitting the render channels to files; Crash with the "Show map in viewport" option for VRayMtl when using Direct3D (RC3 bug); Textures with mapping channels greater than 1 are now correctly shown in the Material Editor; The "Global light level" options from the Environment dialog now affect the color of VRayLights and standard 3dsmax lights; VRayBlendMtl did not list the blend textures as sub-anims; If "Render to raw image file" option for the V-Ray VFB was ON, but the file name is empty, V-Ray would freeze while rendering; The parameters of VRayMtlWrapper did not have proper names in Track View; If the primary GI engine was light cache or photon map but GI is turned off, standard materials would render black; VRayMtl materials with low glossiness inside a VRayBlendMtl could produce polygonal artifacts on shadow/light boundaries; The pixel aspect ratio from the Render Scene dialog was ignored when rendering with DR to the 3dsmax VFB; A low-dynamic range 3dsmax frame buffer was used even when saving to a high-dynamic range file format (.exr, .hdr etc); Problems when rendering animations in DR mode with light cache as both primary and secondary engine; Small rectangle area lights could produce artifacts for points lying close to the light plane; Somewhat better memory management for proxies and dynamic meshes; Crashes with VRayFur on animated objects when using motion blur; Incorrect environment color with several VRayLights in "dome" mode; "Crop" render mode with the V-Ray VFB did not work for animations; Sporadic crashes when using the "Camera Map Per Pixel" texture inside V-Ray materials (VRayMtl, VRayLightMtl etc); VRayBmpFilter did not always display its bitmap texture successfully; VRayBmpFilter could produce invalid colors; Photon mapping could produce wrong GI on transparent surfaces; Crashes with interpolated glossy reflections/refractions if there is only 1 sample in the interpolation map; Irradiance map produced incorrect results when used with VRayLight in "Light portal" mode; Faceting on low-poly geometry when using anisotropic reflections with UV-channel mapping; Incorrect sampling with gamma color correction when some of the pixel RGB components is zero. VRay v.1.5 RC5 New features: (*) New render elements: VRayMatteShadow, VRayTotalLighting, VRayRawTotalLighting; (*) Added exporter script to the .vrscene file format supported by the standalone version of V-Ray; (*) Animation modes for the irradiance map (added two new modes "Animation (prepass)" and "Animation (rendering)" along with a paramter to control the blend between frames; Modified features: (*) Increased rendering speed for some types of scenes; (*) Updated WIBU-key drivers for 32- and 64-bit Windows* (including Windows* Vista*) are included with the installation; (*) VRaySun is now compatible with the 3dsmax Daylight system and can be selected as a sun type; (*) VRayDisplacementMod now supports high-dynamic range textures for displacement in "2d landscape" mode; (*) VRayPhysicalCamera supports horizon line in the viewports, clipping and environment near and far ranges; (*) Distributed rendering can now be started as a BackBurner job; (*) Added an option to exclude specific objects from overriding their material from the Global Switches rollout; (*) VRayColor texture has an option to apply gamma correction to the displayed color in the UI; (*) "Don't affect colors" option for color mapping; useful if you only need the sampling adaptation to be performed; (*) "Cutoff" threshold parameter for VRayLight's allows to reduce render times in scenes with many weak lights; (*) "Envrionment priority" option added to VRayMtl to control environment override behaviour between different materials; (*) Options for directly controlling the render mode (region, crop etc) of the V-Ray VFB; (*) "No GI on other mattes" and "GI surface ID" parameters added to VRayMtlWrapper; (*) Matte objects with the "Shadows" option checked will now generate VRayRawLighting, VRayRawShadow and VRayMatteShadow elements; (*) If "Check for missing files" option is checked, DR will now fail on the render slaves if some maps cannot be found, instead or rendering wrong buckets; (*) If there are several VRaySun nodes in the scene, VRaySky will now pick the first one that is enabled (rather than the first one at all); (*) V-Ray will now force multithreading when 3dsmax is in slave mode, regardless of the 3dsmax multithreading option; (*) When rendering to texture (RTT) the 3dsmax VFB is now always generated, regardless of whether the V-Ray VFB is on or off; (*) The irradiance map viewer will print out the progress of merging irradiance maps; (*) The autosave file names for irradiance/light cache/photon/caustics maps are now updated at each frame, rather than only at the render start; (*) The irradiance/light cache/photon/caustics maps are auto-saved as soon as they are computed, rather than at the end of the frame/rendering; (*) The "Save maps per frame" option has been removed from the GI rollout; (*) VRayProxy will now re-link the .vrmesh file at each frame, rather than only at the render start; (*) V-Ray will write a tiled OpenEXR file directly to disk, similar to a raw .vrimg file, if the raw file name ends in ".exr"; (*) Added a new "hybrid" SSS model in VRayMtl; (*) Added exclude list for material override in the Global Switches rollout; (*) The uninstaller will unregister any V-Ray services as well(DR spawner, license server etc.); (*) Added "Affect alpha" option to VRaySphereFade; (*) VRayLights now produce accurate motion blur when animated; (*) VRayFur can now generate motion blur with more than 2 geometry samples; (*) Global option to work in the system lighting units of 3dsmax for consistent results with 3dsmax photometric lights; (*) VRayLights produced wrong intensity with photometric units; (*) VRaySun/VRaySky had wrong photometric intensity; they now have a "legacy model" option to use the old model, which is turned on automatically for older files; (*) VRayPhysicalCamera ISO parameter produced wrong exposure; it now has a "legacy model" option to use the old model, which is turned on automatically for older files; (*) VRayProxy objects now produce motion blur when the proxy transformation is animated; (*) VRayProxy objects now generate velocity information for image motion blur when their transformation is animated; (*) Re-worked VRayFastSSS material to use the irradiance map interpolation mechanism for faster and smoother results; (*) Added an "Affect reflections" option to VRayLight's to control reflection visibility separately from speculars; Known issues: (*) When rendering a 3dsmax Raytrace material applied on VRayProxy objects, V-Ray will crash; (*) When rendering a high-resolution image with the "Hilbert" region sequence, V-Ray may crash; Bug fixes: (*) "Affect shadows" and "Affect alpha" options did not work for VRayMtls inside a Multi/subobject material (RC3 bug); (*) Moving VRayPhysicalCamera caused spurious MacroRecorder events about the target distance changing; (*) Problems with 2D displacement (RC3 bug); (*) Automatically created VRaySky did not have a name; (*) Horizontal scrolling problems with the V-Ray messages window; (*) VRayOverrideMtl could cause 3dsmax to crash; (*) Multi/subobject material inside a VRayBlendMtl etc. did not render; (*) 64-bit V-Ray could fall into an infinite cycle when rendering 2d displacement; (*) Some rare raycaster precision errors were fixed; (*) Starting/finishing rendering could be extremely slow in 3dsmax R9; (*) VRayHDRI always took at least 10 MB of memory, regardless of actual image size(RC3 bug); (*) Incorrect irradiance map density and texture sharpness when using camera clipping planes; (*) Missing files (textures/VRayProxies etc) were not always detected correctly; (*) Distributed rendering between mixed 32/64-bit V-Ray versions did not work properly; (*) Standard materials with transparency did not render properly (RC3 bug); (*) No motion blur for ParticleFlow on 64-bit 3dsmax; (*) Color corrections from the V-Ray VFB were applied to the alpha chennel (*) Crash with the "Show map in viewport" option for VRayMtl when using Direct3D (RC3 bug); (*) Textures with mapping channels greater than 1 are now correctly shown in the Material Editor; (*) The "Global light level" options from the Environment dialog now affect the color of VRayLights and standard 3dsmax lights; (*) VRayBlendMtl did not list the blend textures as sub-anims; (*) If "Render to raw image file" option for the V-Ray VFB was ON, but the file name is empty, V-Ray would freeze while rendering; (*) The parameters of VRayMtlWrapper did not have proper names in Track View; (*) If the primary GI engine was light cache or photon map but GI is turned off, standard materials would render black; (*) VRayMtl materials with low glossiness inside a VRayBlendMtl could produce polygonal artifacts on shadow/light boundaries; (*) The pixel aspect ratio from the Render Scene dialog was ignored when rendering with DR to the 3dsmax VFB; (*) A low-dynamic range 3dsmax frame buffer was used even when saving to a high-dynamic range file format (.exr, .hdr etc); (*) Problems when rendering animations in DR mode with light cache as both primary and secondary engine; (*) Small rectangle area lights could produce artifacts for points lying close to the light plane; (*) Somewhat better memory managment for proxies and dynamic meshes; (*) Crashes with VRayFur on animated objects when using motion blur; (*) Incorrect environment color with several VRayLights in "dome" mode; (*) "Crop" render mode with the V-Ray VFB did not work for animations; (*) Sporadic crashes when using the "Camera Map Per Pixel" texture inside V-Ray materials (VRayMtl, VRayLightMtl etc); (*) VRayBmpFilter did not always display its bitmap texture successfully; (*) VRayBmpFilter could produce invalid colors; (*) Photon mapping could produce wrong GI on transparent surfaces; (*) Crashes with interpolated glossy reflections/refractions if there is only 1 sample in the interpolation map; (*) Irradiance map produced incorrect results when used with VRayLight in "Light portal" mode; (*) Faceting on low-poly geometry when using anisotropic reflections with UV-channel mapping; (*) Incorrect sampling with gamma color correction when some of the pixel RGB components is zero; (*) In 3dsmax 9, VRayMtlWrapper, VRay2SidedMtl, VRayOverrideMtl could crash when reset from the Material Editor; (*) Some V-Ray materials (e.g. VRayMtl) did not reset when the "Reset" button from the Material Editor was used; (*) The contents of the V-Ray VFB was not cleared regardless of the "Previous render" option in the System rollout; (*) V-Ray sun could produce brighter highlights than is correct when its size multiplier is much greater than 1.0; (*) Banding with very small spherical VRayLights; (*) SSS with VRayMtl did not work properly with intersecting refractive objects; (*) Problems with dome light and matte/shadow materials with GI on; (*) VRayBlendMtl in additive mode produced incorrect alpha channel; (*) VRayHDRI did not free is memory with the freeSceneBitmaps Maxscript command; (*) Crash when rendering disconnected Particle Flow events; (*) In 3dsmax 9, clearing a texture in VRayMtl could cause a crash, if the texture is visible in the viewport; (*) In 64-bit 3dsmax, the Dynamic raycaster memory spinner was still limited to 4096 MB; (*) In some cases VRayFur did not render properly; (*) Wrong mapping coordinates for VRayFur when motion blur was enabled; (*) Incorrect velocity G-Buffer channel due to camera movement for scaled cameras; (*) Distortion map for VRayToon had no effect; (*) Light cache prefiltering ignored GI surface IDs; (*) VRayLight's appeared in reflections for objects excluded from the lights; (*) Light cache files saved on 32-bit machines did not load properly on 64-bit machin when splitting the render channels to files; es and vice-versa;
  16. 1- szpiczaste zakonczenie to kewstia mapy jaka dajesz do dispa i sily z jaka "odksztalcasz" powierzchnie (na ile tego dispa nastawisz). Przy takim zblizeniu na trawe proponuje zrobic ja fur'em, nie dispem. Raczej disp sie sprawdza w dalszych palanach. 2-GI dzialajace na trawe mozesz sobie dostosowac uzywajac materialu Vraya ovveride pozdr
  17. podoba mi sie koncept, pomysl znaczy sie;) ale wykonanie... no jeszcze troche trzebaby nad tym popracowac. pozdr
  18. tadzio odpowiedział nielot007 → na temat → Mini-Bitwa
    Lubie styl Kuby- glosik na Niego :*
  19. tadzio odpowiedział Shogun 3D → na temat → Animacje
    Kurcze gdzies mam jakas staaara animke/symulacje (sprzed 2-3lat) tkaniny unoszonej na wietrze i obijajacej sie o sciany.Taki badziew, ale jak wroce z wakacji to poszukam i wrzuce. Pozdr
  20. tadzio odpowiedział odpowiedź w temacie → Teksturowanie / Texturing
    moze masz normalne poodwracane?...
  21. tadzio odpowiedział Leru → na temat → Wolne dyskusje
    liznij troszke psychologii. moze Ci to dac do myslenia, bo osoby bojace sie gejow, lub majace do nich wrogi stosunek zazwyczaj sa ukrytymi (nieswiadomymi) homoseksualistami... ;) pozdrawiam
  22. tadzio odpowiedział Leru → na temat → Wolne dyskusje
    ale psychodelika;P
  23. Klicus respect for all Your knowledge, but I got some sugestion... Jasne masz racje. Ale jak sam powiedziales "swiatlo po dodaniu materialow sie zmieni". I po dodaniu ciemnych materialow (i nie mowie tu o texturach, bo faktycznie maskuja, tylko o np innych kolorach) czesto okazuje sie (przynajmniej mnie sie okazywalo jak tak robilem) ze trzeba duzo poprawiac (przynajmniej Br/Dark mlt w color mappingu, i czesto same sety swiatel) bo sie wszystko przyciemnia, color bleeding dopiero wtedy wylazi, GI sie zmienia i takie tam. Wiec taka metoda juz na wstepie sama w sobie narzuca sporo poprawek. Zreszta ja mam swoja metode, i kazdy ma swoja, lub wyrabia sobie swoja a i tak wazny jest efekt a nie sama metoda;) Temat rzeka:) pozdrawiam
  24. oo79 oki dziex :* DUNE wg mnie bez sensu jest testowac swiatlo na pustej szarej/bialej scenie.Wrzucisz materialy i Ci sie wszystko pokaszani. pozdr
  25. tadzio odpowiedział Leru → na temat → Wolne dyskusje
    yyy... kogo probojesz oszukac Illy... ;P

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