Rendered still image output different from viewport render

Rendered still image output different from viewport render

cmbasak
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Message 1 of 14

Rendered still image output different from viewport render

cmbasak
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NOVICE Query. Sorry for that

 

I have tried default scanline renderer.

 

Mental ray renderer 

 

 

Tried to use free light with shadow on. 

 

Though the object is big I tried to increase the power of the light lumen it is still not solving my problem.

 

My goal is to make the object be like more realistic lighting.

 

MAX 2016

Core I5 ; 8GB RAM

 

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Message 2 of 14

-niels-
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Not entirely sure what the issue could be...

I'm on 2018.3 and i get a lot of missing external files when using the scanline renderer:

2017-11-22_1355.png

 

And the rendered object turn out black, except for the ground object:

2017-11-22_1355_001.png

 

But if i switch to the ART renderer i get no errors and the following result:

2017-11-22_1356.png

 

And with Arnold as renderer:

2017-11-22_1357.png

 

So i guess you might have an issue with the applied materials being incompatible with the renderer you're using...


Niels van der Veer
Inventor professional user & 3DS Max enthusiast
Vault professional user/manager
The Netherlands

Message 3 of 14

cmbasak
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viewport https://ibb.co/iQPjA6 render https://ibb.co/jhbxV6

MAX 2016

 

Thank you.

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Message 4 of 14

-niels-
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Lighting in the render, though low quality, looks good to me...
But with Arnold i can't use the viewport for any kind of indication of lighting anyway.
The plugin i'm missing sure makes the geometry look different, nice honeycomb structure!

In the "environment and effects" settings (shortcut 8) you can make a preview render and adjust global exposure... maybe that helps?

Niels van der Veer
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Vault professional user/manager
The Netherlands

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Message 5 of 14

cmbasak
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Message 6 of 14

-niels-
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I won't get the honeycomb structure since i'm missing whichever plugin you used to create it, but your scene looks fine to me.

I might not understand your problem exactly though...
If it's really just about the difference in appearance between your viewport and the render, that (at least to me) is normal.

Just look at the lighting difference on my latest project:

2017-11-23_0814.png

I never take the viewport for anything more as an indication and use the activeshade window to get an actual preview of what my scene will look like rendered.

(this scene is lighted with an environment HDR image, no local lights)


Niels van der Veer
Inventor professional user & 3DS Max enthusiast
Vault professional user/manager
The Netherlands

Message 7 of 14

cmbasak
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Yes In your case rendered image looks much better  but my case totally opposite. I am looking for ways to make it better.

 

viewport https://ibb.co/iQPjA6 render https://ibb.co/jhbxV6

 

Sorry can you please also try the 2018 file

https://www.dropbox.com/s/qjnma78dehzkd10/1.2c.max?dl=0

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Message 8 of 14

-niels-
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I can't make a proper comparison, i'm missing a plugin you're using:

2017-11-23_1007.png2017-11-23_1007_001.png

 

Without it, the model just looks like this:

2017-11-23_1010.png

 

It might help if you set up a HDR image for the environment, it's easier to create realistic lighting that way:

2017-11-23_1015.png

(my quick preview is a bit overexposed, but that can be changed in the same dialog and depends on the HDR used)


Niels van der Veer
Inventor professional user & 3DS Max enthusiast
Vault professional user/manager
The Netherlands

Message 9 of 14

cmbasak
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Oh sorry again hear is the plugin.


@-niels- wrote:

I can't make a proper comparison, i'm missing a plugin you're using:

2017-11-23_1007.png2017-11-23_1007_001.png

 

Without it, the model just looks like this:

2017-11-23_1010.png

 

It might help if you set up a HDR image for the environment, it's easier to create realistic lighting that way:

2017-11-23_1015.png

(my quick preview is a bit overexposed, but that can be changed in the same dialog and depends on the HDR used)


 

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Message 10 of 14

-niels-
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I don't really have experience with using plugins, so i can't get it to work.
But i think that's not actually the problem.

Can you try to give a better description of what you're having problems with?
Is it about the lighting in your scene?
Does it have to do with the renderer you're using?
Is there a problem with your geometry?

If you really want me to make a comparison render with your geometry, could you try converting it to a poly or mesh instead of what the plugin builds?

Sorry, trying my best to help...

Niels van der Veer
Inventor professional user & 3DS Max enthusiast
Vault professional user/manager
The Netherlands

Message 11 of 14

cmbasak
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I appreciate your help>

 

I intend to create similar to shape like https://en.wikipedia.org/wiki/Honeycomb#/media/File:Honey_comb.jpg

 

But with variable size of the pores (Hexagonal) and it thickness of the wall.

 

Now I crated Honey comb structure from scratch (without plugin) but lighting and rendering is crating some problem again

 

I would be glad if you can help me out.

 

Thank you again.


@-niels- wrote:
I don't really have experience with using plugins, so i can't get it to work.
But i think that's not actually the problem.

Can you try to give a better description of what you're having problems with?
Is it about the lighting in your scene?
Does it have to do with the renderer you're using?
Is there a problem with your geometry?

If you really want me to make a comparison render with your geometry, could you try converting it to a poly or mesh instead of what the plugin builds?

Sorry, trying my best to help...

 

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Message 12 of 14

-niels-
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Accepted solution

Ok, now i have some more geometry to work with.

Lots of images coming up, i'll insert them a bit smaller so click on them for full size.

 

First off, how your file looks with the different renderers without changing anything:

scanline

2017-11-24_0812.png

Art 

2017-11-24_0813.png

Arnold

2017-11-24_0814.png

 

I then changed your free lights to Arnold point lights and adjusted their intensity:

2017-11-24_0821.png

 

And this is with the lights turned off, using a HDR image as lightsource:

2017-11-24_0825.png

I then made a wax material and applied it to your model, this is what it looks like with the HDR and both lights turned on:

2017-11-24_0838.png

 

And with the HDR turned off, but the Arnold lights on at different intensities:

2017-11-24_0840.png

 

So, from what i could tell... Scanline and Art seemed to have a bit of a problem with the geometry... which looked like normals facing the wrong way.

But overall the lighting did work.

As i know Arnold a bit better i had no issue getting your model lighted properly, but it worked better after changing to the Arnold lights.

You may notice that in the images where i changed to Arnold lights the viewport is completely overexposed, it looks nothing like the render.

This is why i don't take the viewport for anything more as an indication.

 

Not sure where you want to go from here, let me know what you think.


Niels van der Veer
Inventor professional user & 3DS Max enthusiast
Vault professional user/manager
The Netherlands

Message 13 of 14

cmbasak
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Thank you very much for doing the hard work for me.

 

Though I could not find "Transmission" in Material Editor"Standard surface" I think that is why my end result is....

 

 

 4.JPG

 

 

 

Capture.JPG

Message 14 of 14

-niels-
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Yes, Transmission is part of the Arnold standard surface material.

For the scanline standard material i think you need to either edit the opacity or go into the extended parameters and edit the "advanced transparency" options.

2017-11-24_1430.png

Be sure to edit the index of refraction (IOR), according to the internet it should be around 1.44 ~ 1.449

 

---edit---

just saw your image of the material... looks like you are using Arnold, but you might be on a different version.

Check the SolidAngle site for the latest version here:

https://www.solidangle.com/arnold/download/#3dsmax


Niels van der Veer
Inventor professional user & 3DS Max enthusiast
Vault professional user/manager
The Netherlands

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