Hi all,
I'm a french CGArtist and I discovered Fstorm a week ago. I'm a Maya/Arnold user and precise I don't know 3ds max some days ago.
1 - First project.
I've a production project to make so I decided to first do a simple test between Arnold and Fstorm. I not worry about render time but more about light quality.
So I build a simple scene in Maya : 1 area light - 1 object - 2 simple shaders. Then I translate it exactly the same in 3dsMax.
Finnally I show the renders at 2 other non CG Artists people to know the one in witch they found the better mood/feeling. They both immediately choose the Fstorm one.

I decided to do my Product Lighting with Fstorm. So much easy to learn. So quick. So powerful. So photographic feeling in use. Here are the results :



For the displacement on the ground I first bake it in Zbrush and import the high poly mesh directly.
2 - Feature and idea suggestion :
Some little ideas to make life easier.
a - Frame Buffer storage.
For the lookdev proccess I really like the possibility to store my progress. I know a lot of renderer frame buffer and my favorite one is Maya. Not too complicated like Vray one. Just something simple : store/compare. Here is a quick video for non-Maya users :
https://vimeo.com/175862348/b94343138c
b - Turbosmooth at render.
May I'm wrong but we need to Turbosmooth iterationin viewport only actually.
c - Bitmap Drag'n drop.
Drag'n drop an external image file directly in Material Editor create a Fstorm Bitmap and not a default 3dsMax Bitmap node.
Conclusion :
For me it's all good and I will support as much as possible Fstorm. Can't wait to render an other project with it.
PS : I ear about a possible Maya version. Does it always plan for the future?
I'm a french CGArtist and I discovered Fstorm a week ago. I'm a Maya/Arnold user and precise I don't know 3ds max some days ago.
1 - First project.
I've a production project to make so I decided to first do a simple test between Arnold and Fstorm. I not worry about render time but more about light quality.
So I build a simple scene in Maya : 1 area light - 1 object - 2 simple shaders. Then I translate it exactly the same in 3dsMax.
Finnally I show the renders at 2 other non CG Artists people to know the one in witch they found the better mood/feeling. They both immediately choose the Fstorm one.

I decided to do my Product Lighting with Fstorm. So much easy to learn. So quick. So powerful. So photographic feeling in use. Here are the results :



For the displacement on the ground I first bake it in Zbrush and import the high poly mesh directly.
2 - Feature and idea suggestion :
Some little ideas to make life easier.
a - Frame Buffer storage.
For the lookdev proccess I really like the possibility to store my progress. I know a lot of renderer frame buffer and my favorite one is Maya. Not too complicated like Vray one. Just something simple : store/compare. Here is a quick video for non-Maya users :
https://vimeo.com/175862348/b94343138c
b - Turbosmooth at render.
May I'm wrong but we need to Turbosmooth iterationin viewport only actually.
c - Bitmap Drag'n drop.
Drag'n drop an external image file directly in Material Editor create a Fstorm Bitmap and not a default 3dsMax Bitmap node.
Conclusion :
For me it's all good and I will support as much as possible Fstorm. Can't wait to render an other project with it.
PS : I ear about a possible Maya version. Does it always plan for the future?
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