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Sito Web

Found 6 results

  1. thumb
    Created with Unreal Engine 4.22 and raytrace Inspired by videogame the last of us 2 used quixel megascan , created terrain with brushes and used forest pack from redwood to populate and brush foliage environment, post and lightning all inside unreal Car model was retextured in Substance Painter www.sciontidesign.com
  2. thumb
    My scandinavian render with unreal engine 4.22 using raytrace technology.Everything is in realtime, GI AO and reflections, no baking.Sofa modeled by me. Compared and ispired by real photo bottom one. www.sciontidesign.com
  3. thumb
    My Scandinavian interior realtime raytrace render Unreal Engine 4.22 Hdr lightning and raytrace technology no baked lights all realtime Sofa designed and modeled by me using 3dsmax and cloth simulator and zbrush for details. www.sciontidesign.com
  4. thumb
    My personal composition created with Unreal Engine 4.22 used raytrace technology and hdr lightning www.sciontidesign.com
  5. thumb
    ragazzi scusate, qualcuno sa dirmi perchè impostando un ombra raytrace mi sgrana tutto il rendering?? ho usato un ibl e 3 pointlight, il render setting è impostato su quality:production raytracing reflection/refraction:10 max trace depth:20 allego un immagine
  6. Ciao a tutti, come spiegato nel titolo, il mio problema consiste nella comparsa di aree bianche nei render degli oggetti sui quali ho applicato materiali riflettenti raytrace. E' una cosa che mi è capitata sia in scene illuminate col sistema daylight, che in altre illuminate con le fotometriche. Il render pare comporsi correttamente, quando verso la fine compaiono queste patacche tinta unita. Come specular, solo molto più nitide. Qualcuno sa aiutarmi? Grazie
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