Creating laquered timber material in V-Ray

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28 Jul, 2011 mOPs
28 Jul, 2011 # Re: Creating laquered timber material in V-Ray
Good afternoon. How to make material lacquered tree with a slight sheen, I would even say dull luster ... For example like you How not cool options and specular gloss, glare, does not work. Or much "mirror" or no visible glare. For example


28 Jul, 2011 Denis
28 Jul, 2011 # Re: Creating laquered timber material in V-Ray
Hello MOPS. As in my opinion, then you need to make a reflection map in Photoshop, then get a realistic glare. a lot of time trying to configure itself without a card - the results are not pleasing. You can even put your monochrome texture diffuse map tree (in the material editor can put a check mark), and the result will be much better


28 Jul, 2011 RenderStuff (Staff Author)
28 Jul, 2011 # Re: Creating laquered timber material in V-Ray
Hey. First, MOPS, if you are completely satisfied with gloss wood mat 3d model of a coffee table , you do not need to "bathe". Just download it, Pickney material and replace the current wood texture on the one that you need. Secondly, as already repeatedly mentioned, in order to to any geometry with any whatsoever material were reflections in the surrounding scene, should at least be that this material should reflect a maximum - geometry and, in particular, smoothing of the model should be nominally correct. Here, again, remember to Temko about creating anisotropically steel material with V-Ray and a steel disk that even with ideal material would not become beautiful blikovat, as long as we do not smoothed 🙂 How to check whether you have the right environment in the scene, and anti-aliasing in your model? Very simple. Download model of the same table, and paste into his scene. Render. If he blikovat as needed, so with the environment is all right and the problem is in the geometry of your model. If he does not blikovat, the problem in the environment and is not in him those objects or light sources, which have cast a glare. Third, shows the settings of the mat that you did, and we did a little bit: twisting to the desired state you😉


28 Jul, 2011 mOPs
28 Jul, 2011 # Re: Creating laquered timber material in V-Ray
I downloaded the model. Installed in the scene next to his table. That's actually what happened As can be seen on your model glare matte finish on my glossy.


28 Jul, 2011 mOPs
28 Jul, 2011 # Re: Creating laquered timber material in V-Ray
Although ... applying your material on my table, and only replacing the texture looks too glossy Blick


28 Jul, 2011 RenderStuff (Staff Author)
28 Jul, 2011 # Re: Creating laquered timber material in V-Ray
As we believe that now your table looks very best than before😁 If you want to just make a reflection matte, that is blurred, it decreases the value Refl. lossiness. Put it even lower than it is now. Now mat Refl table. lossiness equal to 0.85. Make it 0.65. If that does not bring results, more precisely, he will not be visible on render. If after this reflection will not be washed out, then climbed into the V-Ray :: Global switches and make sure there is a check mark Glossy effects😉


28 Jul, 2011 mOPs
29 Jul, 2011 # Re: Creating laquered timber material in V-Ray
ABOUT! Even better, at least closer to what he wants to achieve. A check mark Glossy effect has been removed


28 Jul, 2011 mOPs
29 Jul, 2011 # Re: Creating laquered timber material in V-Ray
And the final version


28 Jul, 2011 RenderStuff (Staff Author)
29 Jul, 2011 # Re: Creating laquered timber material in V-Ray
That is great 😉


28 Jul, 2011 mOPs
30 Jul, 2011 # Re: Creating laquered timber material in V-Ray
Thank you 😉


22 Aug, 2011 denny
22 Aug, 2011 # Re: Creating laquered timber material in V-Ray
Hello. but what if the material: laminated MDF, pure white glossy. It did not get it on gloss white surfaces, with others present at the scene all right.


22 Aug, 2011 Anton (Staff Author)
22 Aug, 2011 # Re: Creating laquered timber material in V-Ray
Hello! I think it is clear that the highlight is just white, or rather white spot on the surface of the model. Of course, the white spot is not visible in the color of white. It will be there to attend virtually, but visually just would not be discernible. White on white, there 🙂 The most obvious way out is to make the white color you see, diffuse, not pure white on the material, but slightly grayish. Then there will be a distinction between pure white highlights and a little gray difyuzom. At the same time, slightly gray, almost white, on a background of other objects in the scene, where dark material - will seem quite bright and will continue to be perceived as white. However, if for some reason, in principle do not want to part with the pure white difyuzom, that is a very cool trick. You can enhance the degree of reflection, to make them more than 100%. For this purpose, it suffices to insert the card into reflections Output slot therein, Output Amount parameter set is greater than one, for example 1.2 - 1.4. It would be sufficient to strengthen the power of reflection and even a white material to obtain a notable highlight. The only thing that is understood is that glare, even with this approach, is not visible on an extremely bright object white. If an object is illuminated enough, for example is right next to the light source, it will still be white and white on a white glare still will not be noticeable. White can not be whiter than white😁


22 Aug, 2011 denny
22 Aug, 2011 # Re: Creating laquered timber material in V-Ray
I understand it prekrastno, reflection fluorescent white laminate, can not give reflections, as well as light and white interior. But, there are photos of the booth, and there is glossy ... and Mahe some pale matt (((


22 Aug, 2011 Anton (Staff Author)
22 Aug, 2011 # Re: Creating laquered timber material in V-Ray
denny, read the discussion of how to create an anisotropic material in steel-Ray the V: http://renderstuff.com/page-700/# 1105 In particular, the time of describing the need for mesh smoothing. The proper anti-aliasing, as directly dependent on the reflection on the surface of the model, there is very detailed, and most importantly clearly described😉


22 Aug, 2011 denny
23 Aug, 2011 # Re: Creating laquered timber material in V-Ray
I mesh smoothing modifier Smooth. I will try to adjust the anisotropy ... can do better?


22 Aug, 2011 Anton (Staff Author)
23 Aug, 2011 # Re: Creating laquered timber material in V-Ray
You do not understand what I mean😁 Anisotropy's not bake and smoothing the current model as appropriate. Under the right smoothed model implies such a model, which can be safely applied TurboSmooth modifier and does not razlezetsya in different directions, and will be on this just yet smoother and smoother. In the discussion about the steel clearly understood by the example of a cylinder that is not smoothing angular cylinder plays a role, not creating an angular cylinder. In particular chemfer its angles, ie the creation of the chamfer and then smoothing. Please read the entire discussion, there is the same misconception as described and flies😉


22 Aug, 2011 denny
23 Aug, 2011 # Re: Creating laquered timber material in V-Ray
so I understand🙂🙂 chamferom smoothing of edges, with a detailed partition (5-6 segments), and after avtosglazhivanie polygons. or was there some other meaning 🤔?


22 Aug, 2011 Anton (Staff Author)
23 Aug, 2011 # Re: Creating laquered timber material in V-Ray
No, no subtext, just need to gently smooth the horizontal plane of the model with vertical. In your case, small enough fasochek on the inner and outer side edges (end faces) of your outboard box 🙂


22 Aug, 2011 denny
23 Aug, 2011 # Re: Creating laquered timber material in V-Ray
like happened with chamfarom edges 5 segments flashing there🙂🙂 . Difuzno but White somehow lost 🤔 though Saturation = 0,5 it is possible to make that stuff look exactly like this:


22 Aug, 2011 Anton (Staff Author)
23 Aug, 2011 # Re: Creating laquered timber material in V-Ray
Make the same reflection and difficult and easy. Just need to do exactly the same scene that are reflected in your polchkah the same objects as in the pictures, and you'll get are the same reflection on its polochke.Vid reflections is not only determined by the properties of the materials and the shape of the object itself, it is determined by the actual and that is reflected in the material. Create something that will be reflected in it, and you will receive its reflection in the material😉 Many people are mistaken, saying phrases like "aluminum-colored," or worse, "the color of chrome." This is equivalent to saying "color mirror"😁Vid, if you like the color, highly reflective materials is determined by the environment that they actually recognized🙂 To answer your question, what can be done to the material look "just so" ? We need to make it such an environment as in the pictures, that is completely repeat it in 3d, or, as is done in blockbusters with 3d inserts, go to the boutiques, zafotkat inside spherical the HDRI, affix it to the environment in 3ds Max and otrendarit your stsenu.Po about what difuzno white somehow lost, the first, on his reflections are superimposed gray walls in your scene, and secondly, on his own a photo compare, for example, the background color of the site and the "white" MDF. Immediately it becomes clear that there he is not white and gray in the pictures, just as I gvoril earlier otnostileno other, darker objects around, it seems the white and you did this and perceive white. In addition, your scene is really too dark, lighting it away from daylight. Of course, it also does not contribute to difyuza lightness of white, which is under reflections 🤔


22 Aug, 2011 denny
23 Aug, 2011 # Re: Creating laquered timber material in V-Ray
the fact of the matter is material is not reflective and glossy just🙂🙂 throw a HDRI slot mat-ala Enviroment, most likely will not give such a result, but I'll try. may just make it a standard, put the gloss, but without reflections 🤔 .to only VRay did not swear🙂🙂


22 Aug, 2011 Anton (Staff Author)
23 Aug, 2011 # Re: Creating laquered timber material in V-Ray
"Not reflective and glossy just" How's that? This can only be feykovye gloss standard maksovskogo Max or in VRayMtl with disabled Trace reflections and Trace refractions. But to engage in such perversion and wonder that comes out realistic, at least strange😁 I suggest you to start to deal with the fact that such luster 👌 Do not "likely", but there is as it is😉 But be obtained from yOU or not, depends only on you ... 🙄


22 Aug, 2011 denny
24 Aug, 2011 # Re: Creating laquered timber material in V-Ray
I mean specular reflections and glossy reflection. In reality, there can be colored wall even black, together with the ceiling and floor, but these cabinets do not darken🙂🙂, they will remain as white🙂🙂


22 Aug, 2011 Anton (Staff Author)
24 Aug, 2011 # Re: Creating laquered timber material in V-Ray
Here is a look at the 3d model: http://renderstuff.com/washbasin-3d-model-console-golden-frame-181/ http://renderstuff.com/besplatnaja-3d-model-uglovaja- dzhakuzi-vanna http://renderstuff.com/tap-3d-model-bath-shower-devo-124/ white faience on them, this is the most high-gloss white material. It is not something completely different from your desired white MDF material. Apply it on your shelf and you will realize that it is not only in the material itself, but also in the surrounding environment😉


22 Aug, 2011 denny
24 Aug, 2011 # Re: Creating laquered timber material in V-Ray
It seems very 👍, no specular reflections, gloss only😁. it by using a HDRI - this is the only way out, without alternatives?


22 Aug, 2011 Anton (Staff Author)
24 Aug, 2011 # Re: Creating laquered timber material in V-Ray
Look at one of the posts earlier , where I have you in plain text alternative. On the Thumbnail models, HDRI not used. It is a real environment of a real scene, all three models in closed spaces, bathrooms, with interior lighting. There can not in principle be viewed Environment, so that it did not stand😉


22 Aug, 2011 denny
24 Aug, 2011 # Re: Creating laquered timber material in V-Ray
the problem is likely in my material 🙄🙂🙂 later put it turns out.


22 Aug, 2011 denny
25 Aug, 2011 # Re: Creating laquered timber material in V-Ray
greeting. Well that's what happened. like the color is OK, but highlights once fewer (almost not), and on the right was showed some artifact. All geometry checked - everything is in order. Scene simple as two pennies, and did 🙄 🤔


22 Aug, 2011 Anton (Staff Author)
25 Aug, 2011 # Re: Creating laquered timber material in V-Ray
Hello, denny. Do you understand what I told you about the environment model? You can then say it is "all ears." Because, apparently, is not quite 🙂 You're in the post, he himself had to answer the question😁 «Scene simple as two pennies, and no" This is unrealistic based reason.


22 Aug, 2011 denny
25 Aug, 2011 # Re: Creating laquered timber material in V-Ray
but because VRay 100% photorealistic rendering. So if there is a wall, floor, ceiling, lights, then when calculating global illumination and dolozhno poluchitsa as it looks in reality? This is the environment, in reality, there is still the table, but his presence here will not change anything. Is not it?


22 Aug, 2011 Anton (Staff Author)
25 Aug, 2011 # Re: Creating laquered timber material in V-Ray
Yes exactly. Reflections on your model correspond to your environment. All clear. Make another environment and receive other reflection. But that's not 100% photorealistic renderings 🙂 and probably never will. This is nonsense. Photorealistic are only images, but will be whether or not a photorealistic image, depends only on its author, no matter how he did not use the renderer😉


14 Mar, 2012 Yura
14 Mar, 2012 # Re: Creating laquered timber material in V-Ray
Good afternoon. Thank you for your excellent answers. Just himself faced with a similar problem (creating a matte reflection on the furniture). I ask this question is: could you tell us in a nutshell, that changes tick Glossy effects? Because I have it, too, it was not included, and when included reflections become more interesting. As a help for vireyu written: "Glossy effects - blur effects - this option allows the user to replace all glossy reflections in the scene to clear, useful for test failures." But alas, it is somehow not clear) for me🙂


22 Aug, 2011 Anton (Staff Author)
20 Mar, 2012 # Re: Creating laquered timber material in V-Ray

3 Feb, 2015 Aleksandr
3 Feb, 2015 # Re: Creating laquered timber material in V-Ray
Good afternoon, fellow professionals, I have a question about the imaging derave texture with light it is not the direct rays. In the picture the meaning of the question: the first picture a real picture ash wood with a texture which is clearly pleasing to the eye, I looked around these areas with blue material lacquered with glosses that can be seen. In the second picture I have my wooden table (rendering in the lightbox) using ash texture to the Bump map, (example of texture also laid out) that's not seen it all. Bump - 5% Blur - 0.1, reducing tried it - only noise. How can I make such beauty?


3 Feb, 2015 gus_ann (3dsmax vray expert)
3 Feb, 2015 # Re: Creating laquered timber material in V-Ray
Alexander, hello. 😉 First - it is necessary to take or make a good wood texture. A clear, high-resolution. From 2000 to short side. Blur in max cheat starting from the definition of the structure of. If the texture is clear, then 0.5 is usually enough. The second - to competently make mepping. Now the texture is too stretched, it is very large, it does not correspond to the reference size. The third - a competent lighting to show "beauty"😁


28 Jul, 2011 Denis
4 Feb, 2015 # Re: Creating laquered timber material in V-Ray

Alexander, a good day!

In your tree material, there is not enough information about wood reflections (maps of light and dark areas), more accurately you have reflections, but they are not detailed enough - not like real reflections, primarily because reflections are simple (pure Fresnel reflections). You put an emphasis on the map bump to give realism to the material. Yes, this card is unquestionably a lion's share of realism, but if you need a realistic wood material, then far from one bump you will not leave. I do not want to say that your wood material is bad - it's not. Many visualizers imitate wooden coverings in this way. And for most cases and distant species this is quite enough.

How to make the material more realistic? First of all, as written by Anya, post higher - everything depends on the quality of textures, lighting and surroundings. But for a good realism it is necessary, first of all, to completely imitate all the properties of materials. In your case, I would add information to already existing reflections, mixing the Fresnel reflections with more reflections that mimic the map. To make it more clear about what I'm talking about, I've done some renderings of the reflection layer and a common layer to see how the maps contribute the details to the overall view of the material, namely:

Map diffuse + pure reflections by Fresnel. Render time: 23m. 39c;


Map diffuse + clean reflections on Fresnel + map bump (as you have now). Render time: 36m. 5c;


Map diffuse + 100% reflection, simulated only by a reflection map. Render time: 32m. 17c;


Map diffuse + mixed reflection (fresnel + reflection map) + bump map. Render time: 35m. 14s.

Judging from the renderers, it is seen that the reflection map compensates for the missing part of the information about the material, and makes the reflections more interesting, the material looks much more realistic, rather than just with the map bump.

By adjusting the power of mixing the map to ordinary reflections, you can achieve the desired result, but this draws for itself an increase in rendering time. The 5 picture shows how the reflections are mixed.


The map is tuned to an intensity of 70% - this means that 70% of the reflection gives a reflectivity map, the remaining 30% - the usual Fresnel reflections. By setting different blending values, you can control the intensity of the effect. The value is selected by experience, depending on the map.

In conclusion, I would like to add that we should proceed from the situation and take into account the features of the scene and decide for ourselves what is more important for you at the moment, the time of miscalculation or a realistic result. For example, if your object in the scene is very far away, then it makes no sense to complicate its material so much if the effect is still not visible. But for near angles, as a reference from your post, you need to make a choice in favor of realism, and more complex material will always look better.



3 Feb, 2015 Aleksandr
6 Feb, 2015 # Re: Creating laquered timber material in V-Ray
Thanks for the reply, I expected that Bump maps are not enough, more and Reflect needed and how it should look like? monochrome is also a Bump? About the size of the textures I am guided well where any need, all of them large and and try to pick up on different parts of the object - related (on the table texture can not be the same as on the narrow profile). Here it is what I got, as can be seen from a distance of at least a Bump though without the same. How to evaluate the visualization? (I'm doing 3D - 3 months of my works this image best).


28 Jul, 2011 Denis
6 Feb, 2015 # Re: Creating laquered timber material in V-Ray
Alexander. With regard to your work - in general, for a person engaged in CG 3 months - more than, continues to improve 👍. There is a truth one little nuance to this issue you missed a little branch for discussion. I do not mean of course that I'll poke his nose - nothing personal😉, but the guys on the site, there is a certain order, which we try to maintain that there is no confusion. Learn the structure of sections of the site, you are sure to naroesh very much useful. And ask questions in the relevant section, and the search works fine😉. This I mean that if you want to further discuss their work and hear the opinions of other users of the resource, to listen to advice and suggestions how to do the job better, then you in this thread: http://renderstuff.com/svobodnoe-3d- obsuzhdenie-303-pokritikujte-pozhalujsta-3d-render -3d-model / Now in the case. What should be the texture. Yes, it may be different depends on taste. Some used to bump and reflectivity same, some make the map more reflective contrast to provide more details. Here you arhivchik spread with walnut texture that I used for rendering in the previous post, he will look the way they look, well, who else could be useful https://yadi.sk/d/DbM63AG8eWbMw


6 Feb, 2015 Aleh
6 Feb, 2015 # Re: Creating laquered timber material in V-Ray
Would make the resolution more to evaluate "how it is" not looking at the picture closely to the monitor🙂 From what confuses: 1. sharp angle, it seems, without chamfer. 2. From one angle of view of different textures. So do you want? Kind of like a tree and cover the same. 3. There is no line, there are touches. Increase the resolution 3-4 times render the desired. 4. Bump did not load. It would be nothing if it were evenly across the chest, but in the foreground bump evident, and here strikes its absence in the eye. Making a lot, think about it. 5. The surface of the patent? It seems to me that the reflection Fresnel is low. Compare with reference, if there is such. Especially strong it should be on top of the plane, but there's nothing there. 6. Noise, noise, noise. Check the settings to match the recommended on this site in the "Lessons". Increase the resolution again. 7. Subjectively, I do not like the lighting, to the right a little overexposed, left a bit dark. Shadow generally does nothing, not expressive. Come and play with the light, try a bunch Vray light - Dome - hdri Naquin on the model checker, see what kind of mapping. And so everything is uniform, the resolution is low, nothing is clear. Well, like everything. Practice, experiment 🙂


5 May, 2015 Yuriy
5 May, 2015 # Re: Creating laquered timber material in V-Ray
Good day ... lovely I must say you have a resource ... I found a lot of useful things for themselves ... sorry for offtopic) In general I am a beginner renderer so to speak) working in 3ds max 2015 ... render - Vray 3.0 ... Got to materials from the library ... zaimel Arroway (wood🙂🙂🙂, and found that there is as if there is a directory with the settings for each material ... and everything seems to be set up in addition to themselves textures and bump maps and Reflect, but for some reason the matrix l get some too whitish something there ... that may have incorrect configuration settings? who worked with these textures hint pliz what is wrong ... I will be very grateful🙂 thanks in advance) below the setting of the material, the vray camera, sun kollormappinga. .. Do not look at the color of the light in texture difuzno directory (this is only a darker color) Help pliz, everything I set up correctly?


5 May, 2015 Yuriy
17 Jan, 2017 # Re: Creating laquered timber material in V-Ray
Good day. I can not understand how to make the wood material for klouzapov. That's like this: Interested such clarity wood texture. I understand that the resolution of the textures to be high (in Photoshop painted 4000 * 4000 pixels). It is impossible to close and repeat (HDRI lighting).: Thanks in advance for your reply!


22 Aug, 2011 Anton (Staff Author)
21 Jan, 2017 # Re: Creating laquered timber material in V-Ray

Hi,

For the sake of justice I note that I do not see what the material of the tree on the "standard" is much better than the tree that you made. At least on the examples given by you it is not obvious, especially as the lighting conditions are different. But we can discuss the theme of the tree and abstractly.

As you rightly noted, the most important part of the material of the tree is the hi-res texture. However, you need to understand that we are not talking about the 600 * 600 picture, for example, it is banal resized in Photoshop to 4000 * 4000. It's all about a full-fledged photoreference 4000 * 4000, each pixel of which contains unique information, and not a single pixel representation of low-res images, a few pixels high-res resize. Otherwise, it does not really make sense to change the resolution of the picture in the 2d editor, it's just a useless memory, especially since 3ds Max itself does it by default with any texture. That is, if we, for example, pulled a 600 * 600px texture onto the object, and render this object with a resolution of, say, 10,000 to 10,000 pixels, then certainly the texture is interpolated on the render.

In addition, any material, not just a tree, in a good way requires separate textures for bump, for reflection and even texture for glossiness.

For example, the surface of a wooden table is knocked down from polished slats and the polished part is not only smooth, but also shiny. Nevertheless, even on such slats there are irregularities, notches, scrapes. And they can not be as shiny as polished patches, that is, the whole wooden bar does not shine the same. In no other way, except as a map of reflections and a blur map, such zonal rubbing is not simulated.

Judging by your example, you have only one and the same, and initially not high resolution, the texture in Diffuse and in Bump slots. Of course, under such conditions, there is no question of what clogs of speech there can be.

In addition, the beauty of the material is revealed only in the appropriate level of lighting conditions in the scene. For example, the same Bump is not a change in the curvature of the surface of the model, it is only a render effect that "draws" the black areas on the material by imitating the shadow. He imitates it strictly taking into account the direction of the illumination falling on the object, that is, he draws shadows "against the light." In your case, even Bump can not really be shown, because ambient illumination from HDRK, has no directivity as such and, in fact, illuminates the object evenly from all sides. In this case, the Bump algorithm simply has nowhere to draw shadow zones, because there is no directional light against which it is necessary to "cast" shadows. In other words, to compare someone's mate with their own, you must at least render it in similar lighting conditions.

The last thing I want to mention is a scan. Strangely enough, even for wooden slats this is an actual topic, because the slice of the bar has a completely different texture than its main flat surface. Here, without correct mapping - not do😉



5 May, 2015 Yuriy
22 Jan, 2017 # Re: Creating laquered timber material in V-Ray
Thanks for the detailed answer. In general, my school, it was necessary to write a backstory kaneshno) unfolding there, a simple (ends not do other texture is easy because in a hurry, I understand the principle). This material has difuz, Bump, Reflection (individual cards). That's the point that I can not understand why, if you open the render in the native resolution (1600 * 1600 pixels), a picture as if oiled. Maybe due to the fact that the cards are not made right? As I made them - created in photoshop document resolution of 4096 * 4096 pixels, 72 dpi. Flung to the unfolding, the next layer of texture threw for difuzno card (Arroway resolution 10000 * 12000 pixels), drove it to the size of the sweep and all. Bump received from the same texture levels also Reflection. There are the following types of assumptions: 1. Adjust the texture on the unfolding Photoshop uses some image compression algorithm. 2. 72 dpi is critical and necessary to put 300 dpi. About I figured lighting. I will try to render in any interior with vireysan and vireyskay.


5 May, 2015 Yuriy
24 Jan, 2017 # Re: Creating laquered timber material in V-Ray

Thanks for the detailed answer. I will try everything you advised. Will show a pic of what I've got


22 Aug, 2011 Anton (Staff Author)
24 Jan, 2017 # Re: Creating laquered timber material in V-Ray

With the clarity of the texture on the renderer, it's not so simple. The fact is that the renderer does not basically render the texture "pixel-to-pixel", by and large, it generally does not have such a thing as a pixel texture. Render - this is the tracing (emission) of rays to objects of the scene, falling into the camera and the formation of color pixels of the final rendering, depending on what "see" the rays at the point of impact. As a result, the clarity of the final image directly depends on the number of rays scanning the scene. For example, two beams can accidentally get into the same pixel of texture and do not get into ten others, as a result, the texture will be displayed on the render with loss of information, which you will see, including as a blurring of the texture. As a result, in addition to solving the texture itself, that is, the number of information on the texture itself, it is important that it be scanned in sufficient detail so that all, or most, of this information is learned. And, in fact, for the accuracy of this scan, the anti-aliasing algorithm also answers. In other words, if you want a clear surface render with hi-res texture, you need to tweak the anti-aliasing settings. I advise you to render with Adaptive Min 8, Max 16, Color threshold 0,01 and make sure that there is a tick near Divide shading subdivs. And then you will not wait for the end of the render.

As for "dpi", the renderer absolutely does not care about this rudiment derived from printer printing, meaning no more than how many pixels to print on one square inch of paper, when printing a particular picture and nothing more. For 3d graphics, only the number of pixels is important. For 3ds Max, the same texture 4000 * 4000px 72dpi and the same texture 4000 * 4000px 300dpi is the same texture 4000 * 4000px.

By lighting, specifically Sun or Sky is not. Any, adequate composition of the environment, lighting - will do. The main thing is that it has directions, and not exclusively to others.



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