Renerabbitt

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Everything posted by Renerabbitt

  1. only difficult part is the logs...p-solids I would guess
  2. Surprisingly difficult question to answer for me. I could go on for hours. Normals aren't always the best solution, bumps can be far superior at times depending on the situation. In general, I prefer Normals maps for wall materials with direct overhead lights, and bump maps for indirect light, the inverse being true for floors. But it varies scene by scene. Normals and bumps are meant to bring out recesses or protrusions in a material to give the look and feel of multiple materials. examine the material effect you are going for and make a calculated decision. often times(in the case of countertops) I use a completely different file as the basis of my roughness maps...remembering that chief doesn't have modifiers for scale. Whatever the scale of your primary texture in reference to the image files resolution will be the ratio for scale of your other maps Here's a good example of a floor map with some additional options in final look: diffuse map: bump map: roughness maps: normals maps:
  3. using material regions doesnt effect framing, it is a separate entity entirely, and looks correct on plans..including elevations, which can even be dimensioned
  4. normals/bumps/ambient occlusion can really bring a scene to life.. quality materials can make a mediocre scene look brilliant...takes a bit of photoshop work. The Board and batten are just material regions set to 3/4" and I adjusted your frieze to 7/8 for capture. Very simple procedure and looks good in 2d elevations as well. You can find a post about it somewhere on the forums I am sure. I have a very good asphalt shingle bump somewhere but couldn't find it when I was messing around with your file and didn't have time to make a proper one. Also the back drop makes a big difference. In PBR it will project the dominant colors as light regardless of what color you have the sun set to. So if you pick a backdrop with a lot of green in it, you will see green light on your surfaces.
  5. completely agree, I use PBR sparingly for the sake of my hair staying brown.
  6. not too huge of a workaround, make sure the beams dont break a plane to daylight
  7. Messed around with your scene for 20 min..added some bump and normals maps, changed a few settings..easy to burn hours on this type of thing
  8. thought I would share the icons I've made for library items that I include in my toolbars..see big pic for example of a toolbar config using the supplied icons. overview: 4 drawer 3 drawer tall end panel d/w fridge cab block2 drawer standard cab 2 door sink sink single basin faucet oven susan single break line double break line kitchen entourage block subway tile material add a custom library item and navigate to these icons for the icon image, then nav to your library item to create a new toolbar button
  9. FYI in x10 under the help drop down menu is "manage license" which will deactivate the current license on that machine
  10. yes just maps, if I weren't so pressed for time lately id have input a different material ID on the second pillow so that the wrinkles would look different
  11. Thank You, much appreciated! Let me know if it is missing textures, their are several bump maps and reflection maps..the sheets pillows and comforter should all have texture and depth...can't remember if CA packages it correctly in the symbol
  12. Haven't had time to organize and post symbols in a while, I make them weekly. Here is the Ackles Slat Metal Queen Panel Bed carried by Wayfair. shown here in PBR from Chief ENJOY! Ackles Slat Metal Queen Panel Bed.calibz
  13. DL 20 min ago.. some things to note. turn down your bump maps, they are way too strong. don't be afraid to crank up your roughness, everything is shiny..especially in PBR. Careful with hard lights. here is an instant pbr with some material changes:
  14. Solver - roof king Alaskan son - a pros pro, great at manipulating CA Scott DS Hall - great at pooling resources Joe Carrick - Macro macro man Richard Morrison - code compliance, construction methods. Dan, Perry and Glen as mentioned - overall knowldege MarkMC- the cabinet king Thekitchenabode-raytracing and PBR knowledge base
  15. project browser! AHA. be nice to have a new style schedule with drag and drop reordering
  16. Doing performance calcs and would love to reorder some of the wall ID numbers. They are numbered according to draw order and I cant figure out how to order them after a redesign so they are cohesive.
  17. I have this one I made floating around somewhere, which is just a bump map so you can choose the color in the DBX:
  18. Dang it, I got this notification too late. Shoot me a PM
  19. Any specific ones, I'm willing to share, just hop on a teamviewer session with me and you can pick and transfer
  20. Also looks like you may have set the room to be a garage, common problem with placing furniture that has to do with the way chief handles curbs (stem walls extended past a slab) As an example, change any room to a garage type and set the floor height to 0 and try and place furniture..wonky!
  21. I do Thea renders, shoot me a message if you like.
  22. +1 for the feature. I have an 11 button mouse that holds different program sets. I use a text tool set to do one click for rich text, 1 click to close the dialogue box and 1 click for an arced arrow. I have my arrow snaps set to "start/end/on arc" I can draw a leader with text much faster than the stock tool with this method. I've since started bunching my text lines together and drawing multiple arcs...also much faster as the arcs will snap to center of text
  23. The problem you're seeing with the beams is due to light leaks from the wall to roof connections. This convo just brought up a question I've been meaning to ask, so thank you. About to start another post regarding roofs
  24. Reference this post for example of material ID: If I were to build a very basic and light weight Phys-based rendering engine I would use Material and Object ID's. The material Id would be associated with the material being applied to an object, and an object ID would be associated with the all polygon faces of the object as a collector. The simple explanation is that any light source that an object ID comes in contact with will effect the material ID associated with it. The crucial part of this to have a greater success rate with the engine is to make sure your joinery is sealed...I would encourage learning the auto build roofs in and out...Solver is a wiz at this sort of thing