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Messages - fellazb

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241
Gallery / Re: Misty forest
« on: 2014-04-04, 22:16:25 »
Set As Desktop Background...

242
[Max] General Discussion / Re: WAY TO GO GUYS!....
« on: 2014-04-04, 22:09:33 »

Speakers Announced- Ondra and Adam

By popular request


:)

243
Gallery / Re: Livingroom first try
« on: 2014-04-03, 23:19:21 »
Where did you get the birdmodel from? Splendid.

The "carpet" is way off. Search on that for better results, it's a good starting point for the overall image.

244
Off-Topic / Re: EUE 2014 - who's there?
« on: 2014-04-01, 19:03:42 »
Ah so it's official now.

Great to hear and I hope to see some Coroneers over there, I will for sure.

245
[Max] General Discussion / Re: REBUS RenderFarm
« on: 2014-03-31, 08:52:02 »
So yes, this is a plus for me. The farminizer plugin is very handy, the farm is quick and think the costs are o.k

Thanks for integrating and see you on the farm :)

246
Gallery / Re: Rocker rest
« on: 2014-03-27, 23:32:23 »
Very nice images, especially knowing that these are without any Post Production.

Earlier on there was a thread by Guthrie about making good leather shaders. I think you nailed it here and perhaps could give some insight on these settings.

Keep it up.

247


So funny!

especially with Data in front of Picard, kinda fits it all together.

248
News / Re: List of supported 3rt party plugins/renderfarms
« on: 2014-03-27, 19:31:41 »
I just got some word from Rebusfarm with promising news for Corona support. finally I can spend my credits again :)

249
My main concern with Mental Ray was the ridiculous amount of increase in rendertimes when using certain render elements (adding one element could add twice the amount of rendertime)

Risking to get kicked out of the forum for explaining things about different renderer, but here it goes :D

Vray has something called "include in anti-aliasing" (probably not in those words, i don't know...), and mental ray has "contrast all Buffers". The thing is, one renderer has this thing off by default, the other doesn't. And to make things worse, it's not exposed in GUI.
Solution is "mental ray render optimizer" which exposes many MR options for user to take advantage of. Google it and use it (if you plan on rendering anything with MR ever again).

It would be wise to keep this thread on-topic, so we both don't risk getting kicked out :) Anyway, I spoke with MasterZap about this and he also mentioned about this and complained that it wasn't in the GUI. Fact that they know it but don't "fix" it tells me enough about their priorities and keep neglecting customers opinion. Enough on that...

So back on topic: Corona perfectly suits my needs for arch viz and therefor I'm not planning to use MR anymore, expect for specific (toon) effects and animations where MR comes in handy from time to time. I'd like to hear if Corona is planning to do more with specific toon shading or texture baking (that would be awesome to try) for a more global approach of this renderer.

250
Well I made a (nearly) total swich to Corona from being a Mental Ray (arch viz)user. First the interior shots triggered me, but now I've started using it on exteriors as well with good results.

I still have to figure out a clever way of a proper render workflow by using render elements and the other nifty features that are available in A6, but the ease of use is kinda addictive. I'm glad I didn't spend time and money on Vray 3.0 as I don't see real benefits for my workflow with Corona. 

My main concern with Mental Ray was the ridiculous amount of increase in rendertimes when using certain render elements (adding one element could add twice the amount of rendertime). Autodesk never seemed to bother since it's been that way along time and I'm glad to use this powerful feature with this tremendous piece of software.

251
Or you can make it this way - http://pablab.pasart.net/3ds-max-how-to-create-maxscript-toolbar-button/ - it's way easier to work with scripts that way I think :)
Btw, great updates for script functionality - max displacement level was really needed, thanks !

That made my day, thanks!

252
Work in Progress/Tests / Re: WIP - Logo 3D over Piano
« on: 2014-03-06, 20:03:47 »
It seems fairly o.k but somehow there's a liitle mismatch in the reflection of the logo compared to the photo.

It looks like the reflection of the piano is nearly mirrorlike on the focuspoint and I think the reflection of the logo is a little too fuzzy, especially at the end. I assume you used the build in DoF of Corona?

253
[Max] General Discussion / Re: CoronaSun Link To HDR
« on: 2014-03-05, 10:33:14 »
Thank you for the link.

So it all comes down to good quality HDRI's with a high EV value. I recently tried some HDRI from HRDmaps but couldn't get decent shadowcasting. When looking at the specs those only have an EV of 2 which is very low and therefor not highly contrasted for suitable shadows. They also produce a too pronounced color grading to the overall image...

I will look into the CG-source or Guthrie maps. If someone else can get some good info on this it would be highly appreciated. For now I stick to a Corona sun with a spherical backplate for the reflections.

254
Gallery / Re: Treehouse Aus
« on: 2014-03-05, 09:14:34 »
Kinda odd if you compare this to what others say about rendering exteriors vs interior.

I think the main difference between those to scenes is the complexity of light distribution. Especially when dealing with lots of detail, dark corners and artificial lighting when rendering interior shots compared to exterior where you mainly use only one lightsource (the sun). In that case PT+PT would have it's benefits because you don't lock up sec GI and get a constantly refinement of light distribution and therefor quality

The nice thing of Corona I guess is that a lot of combinations already yield in very good images straight away and considered to be o.k.


255
Gallery / Re: Kiev appartament
« on: 2014-03-05, 09:02:22 »
tri-artem: That's an interesting approach you got there.

I like the fact that you can tweak setting within Corona to achieve a more artistic effect out of the box. A downside for this approach is that it's hard to use some postwork since there's already such a high contrast in your scenes. A saver way would be to render out a fairly balanced image and tweak it to your likings afterwards. But then again...it's a nice workflow you got there.

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