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Using unwrella and stingray
Using unwrella and stingray







using unwrella and stingray
  1. #Using unwrella and stingray full#
  2. #Using unwrella and stingray crack#

V-Ray materials are supported (though only basic at this time stuff like override or 2 sided of course don't work). Object and materials are both a 'live connection' between the two programs, so fiddling with endless FBX export/import revisions is totally unnecessary with Stingray. The reason that Stingray is now the platform I've adopted is simple: tight integration with Max. Still need to go back and try and nail that workflow, it seems like it has potential to be able to convert a finished max/vray scene in little more than a single day if it works how I suspect.įor me, there's a whole bunch of issues at play here. Although given vlado & peter are also partners, maybe there's a process we dont have access to involved. I'm making a lot of assumptions about this because of the team involved that got it together and what they're all known for. Not sure how they approached unwrapping, probably did it beforehand. I never spent enough time with it but it seems like rendering a bunch of 360 32bit images and exporting the cameras to mari would make the reprojection/baking damn near automatic. While I went with traditional baking to get running, I suspect they didnt use a traditional baking method - one of the partners is scott metzger who developed a technique using mari to project 32bit hdri's back onto geometry.

#Using unwrella and stingray full#

The texture detail is insane on the full res shots.

#Using unwrella and stingray crack#

We'd pretty much given up on UE4 for being too slow to get going (ie too high a price for clients to pay) but I had another crack as i heard on the grapevine that unity, baked lighting and amplify was how these scenes were built & run in realtime.

using unwrella and stingray

I found unity much more straightforward to use than UE4. We work with Revit/3dsMax a lot so Autodesk file extensions are to be exported more often. In the other side, if I need to see just static models, I dont need a game engine right? My understanding is either use a sketchup 3d file (and pay 1500$ for their app to view models) or use other apps that support FBX format. heh.Stingray is supported from Hololens? Nice. Will Stingray someday look as good as Unity and Unreal? I have no doubt. Is it about 100% faster to get assets from Max up and running? Absolutely. Does Stingray produce the same quality as Unity or Unreal? No. It's why I've switched - for now - to Stingray. So wretched, in fact, that hardly any serious tutorials exist on the subject. This leads to a whole rant on my part about real time VR / AR and game engines namely that, as many of us know, the workflow from Max to Unreal or Unity is absolutely wretched. Other game engines do not yet have a native exporter. The bad news is that more robust experiences can only be built with Unity.

using unwrella and stingray

The good news is that there's a few apps that can immediately view any fbx file.









Using unwrella and stingray