Sample based white balance using the physical camera in 3ds max / Maya

Software:
3ds max 2017 | Maya 2018 | V-Ray 3.6

3ds max

Render a test with White Balance set to Custom with pure white color.
Let the rendering go on at least until the pixel values stabilize (the Denoiser works at least once..).

WB_A
Test done using custom white balance with pure white

set the white balance custom color to a color sampled from the VFB at a point that you know should be appearing completely neutral (neither warm or cold)

WB_B
White balance is set using sample from the test rendering

Render again.

WB_C
A new render done with the sampled white balance color

* Each time you want to test different sample locations you need to sample the pixels from the test rendered with custom pure white.

Maya

The procedure in Maya is identicle,
Add V-Ray Physical Camera attributes to the camera and enable them,
Create a test render with pure white White-Balance Color,
Sample the white/grey surface color in the V-Ray VFB (Render Window) to the White-Balance color, and render again.

Untitled-2.jpg

Untitled-2.jpg

 

3ds max ProBoolean shading artifacts

Software:
3ds max 2017

There are certain situations in 3ds max where using a ProBoolean operation on a model will perform the geometrical operation but produce shading/smoothing artifacts, or problems in later operations like Chamfer.
* This can often happen with geometry (models) imported from other software like Sketchup for instance

In many of these cases setting the ‘Planar Edge Removal’ to ‘No Edge Removal’ in the ProBoolean Advanced Options will solve the problem.

Probool

The reason I’m not adding some visual example of the problem I described is that I couldn’t reproduce it..
So the tip is, if you perform a ProBoolean operation, and weird stuff happens,
Try setting No Edge Removal, it may solve the problem.