How I created my "rivendell" shot in 3DSMAX & V-Ray [Breakdown]

  Рет қаралды 11,942

Steffen Hampel

Steffen Hampel

2 жыл бұрын

Raw breakdown from a masterclass I did on the CGLounge Discord :)
CG Lounge discord:
discord.gg/z35NUgV
Final work:
www.artstation.com/artwork/nY...

Пікірлер: 17
@F10F11hm
@F10F11hm 2 жыл бұрын
Incredible. Looking forward to more content, fantastic work and a clear, concise breakdown!
@mikegentile13
@mikegentile13 2 жыл бұрын
Really good work. I'm so glad I found your channel. I'm always looking for info on techniques for 3dsmax and Vray.
@spandanjoshi2128
@spandanjoshi2128 2 жыл бұрын
Dude this is great please keep posting
@raywong3184
@raywong3184 Жыл бұрын
this channel definitely deserves more views and followers
@michaelironstone
@michaelironstone Жыл бұрын
This is stunning...
@spacemonqee5664
@spacemonqee5664 2 жыл бұрын
love that you're a fan of rbtv and Hauke :D
@getayawkalbelayneh5776
@getayawkalbelayneh5776 2 жыл бұрын
so good
@TheGrandmaster1
@TheGrandmaster1 Жыл бұрын
Awesome content guys, thank you. It's things like this where I really get to learn and get better. How did you guys do the waterfall simulations? Phoenix? Houdini?
@stfVFX
@stfVFX Жыл бұрын
houdini :)
@none53
@none53 2 жыл бұрын
Awesome*4 🙂
@tonphilip007
@tonphilip007 Жыл бұрын
Awesome ...
@philharmonie2304
@philharmonie2304 Жыл бұрын
Thanks for sharing your insights on the project. can you tell me what texture you used for the waterfalls?
@stfVFX
@stfVFX Жыл бұрын
the waterfalls were simmed in houdini and then rendered from a straight camera -> then used those renders and put on cards
@philharmonie2304
@philharmonie2304 Жыл бұрын
@@stfVFX thanks steffen for your quick response! keep up the good work!
@JakeMMC
@JakeMMC Жыл бұрын
LMAO when your headset died i thought it was mine haha i got an arctis 7 as well
@raguramkgr
@raguramkgr 2 жыл бұрын
Are all the software you use genuine?😅😅
@TheGrandmaster1
@TheGrandmaster1 Жыл бұрын
I don't understand how you guys are spinning around and manipulating 22 Million polygons. I get that forest pack is pretty powerful. I have been using it for about 8 years. And yeah, I don't have a rack full of 3090s with a TB of RAM or anything like some studios. BUT.....man it's just amazing the polygon count you guys can work with. Can you give some insight on how someone could work, in a practical realtime manner, with say, 10 Million - 15 Million polys in a scene, on a relatively normal machine? Say a DDR5 Build with an Intel 12 series, 64 Gigs DDR5 Ram, a Samsung Pro M.2 mvne, and maybe a 3070 or 3080. Because if I could manage to sling around poly counts like that, my own life would change because of the awesome things I could build. I had to give up on my city multiple times, and put it away for years...because the poly count finally just locked the machine in a slow motion sludge. And I think it's around 4-5 million polys. BUt it's hundreds of differnt objects. My terrains can be 10 Million polys, but one single mesh, and they spin no problem. So it seems to be the number of objects in the scene or something. Proxies didn't even save me for the city project.
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