For this part of the tutorial, basically I'm noting down some notes as I find it very useful to use in the future when I'm doing other projects!
Mantra > Properties > Dicing > Shading Quality Multiplier > The higher the number, the higher the poly is.
Mantra> Properties > Render > Tile Size > The larger the box the more memory it took.
If we have a complex scene we'l lhave to choose a smaller tile sizes.
Geometry>render>geometry>coving>coving for all primitives & clearing all the jagged points and black spot.
When do I need to increase pixel samples?
>If the geometry has a lot of detail or texture sample has a lot of high frequency
noise increase pixel samples
>if not reduce noise level for better results
Wheels
Next, I moved on to module 8 whereby I'm being taught more about mantra procedural.
Firstly, I'm going into the parameter interface to put in the instance so that in the geometry level of "geo1", the instance node will appear.
Trying out to create the car wheel position so I dived into the geometry and added a "add", next I'll increase the points and shift them accordingly.
Using the shape of the box to create out the car wheels.
Lastly, I've also tried how to render out points. Firstly, I'll have to go to Geometry > Render > Geometry > Render as points : Render Only Points.
To make the points to not all facing the front, I'll "add normal" and "add scale"
So that the end result will be like this, it look like a snowball to me.
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