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Messages - astudio

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16
Thank you

17
Quote
The biggest problem is that certain map slots need linear data (such as diffuse color) to work properly (linear workflow), while other slots need sRGB data (normal, bump, and displacement)

Quote
* Diffuse and Translucency are loaded with Gamma 2.2, the rest are loaded with Gamma 1.0.
from here: https://forum.corona-renderer.com/index.php/topic,12945.0.html

I'm sorry but I finally confused with all this terms. In simple words, we have a texture after photoshop. Means sRGB. Means gamma 2.2?  Do we need to load this texture with gamma override  1.0 for this linear workflow? Or do we load it automatically and Corona knows what to do?

18
I don't try to connect LRV and Lab of course. There are two different things, as green and warm.

I use Lab when I need to use known albedo value from reference book. Unfortunately there is not a lot of information :(
For example I know that albedo(sRGB) of red brick is 148. In this case I guess that I need adjust my texture in Lab mode till I get lightness 148. If I work in RGB mode (sRGB of course), all parameters are depending. You may change luminosity in 3 ways by changing hue, saturation and lightness. It always confuse me lightness, brightness, luminosity :).  In Lab mode there is only one way.

I don't know what does it mean  Albedo (sRGB) = 148 and why they give monochrome information. But I guess that green or blue bricks will have same lightness in Lab mode. Correct me if I wrong. In RGB mode lightness depends from color.

EDIT: Tests show that something wrong in this workflow. I don't delete it from here. Show me please my mistake. Have you an idea how to use monochrome albedo (sRGB) Values?

In my particular case I guess that paint is black and if LRV is low - I need low glossy, low IOR material. (IOR is another long story for another thread which I'll open for sure after understanding albedo). But the question is how much black. With low LRV I can imagine that it is darker then charcoal. So my question is if we have some restrictions to use RGB less then 43?

19
Yes, I read. And install Corona picker. So I sure that I use sRGB.

Offtopic. As I understand hex number of color is a function of color model, not color space. When I put hex number, "insert value in RGB" checkbox is not active, and you see real sRGB value in the bottom rectangle.
By same reason for calibrating albedo value I check lightness value in Photoshop in Lab mode. You deal with color model, not color space, so you don't need to think about RGB-sRGB. You free from hue and saturation.

To the thread. Is it ok to use color darker then 43,43,43 sRGB or there are some mathematical restriction? Or may be a range 43-240 is RGB range and not sRGB?

20
No. I input a hex color here, wich I take in photoshop picker.
I see in bottom color rectangle  sRGB 43,43,43.

Is a reason for 43 just color of charcoal or there is any mathematics reason?

21
I know. And this things confuse me.
I made bitmap for my test in photoshop (it means sRGB) and load it into diffuse as automatic. (it means gamma 2.2) .
And for another cubes I used CoronaColor instead of diffuse color.
So I really tested sRGB value, isn't it?

My question is: Is it possible that in my case CoronaColor 15,15,15 would be physically correct?

22
It's right usually for common materials. But I need now black paint with LRV 6%. So I need RGB 15,15,15. Is it OK in terms of PBR? Because 43,43,43 is just grey near it.

23
There is a lot of tutorials that we need to use albedo in this range 43-240. Why?

24
Left and right corona color wit RGB 0,0,0 and 43,43,43
Middle bitmap with same values

25
[Max] I need help! / Re: Help! I need edit tree's foliage
« on: 2016-11-12, 17:16:33 »
Begin is Alexander said.
-select your foliage (edit mesh > select by ID),
-Detach
If you have some ID for leaves now - prepare object for each ID (just to stay with same look after decreasing number of leaves)
-then apply a MaterialByElement modifier (tick List Frequency and chose numbers of IDs you need
-Edit mesh>select by ID
-Delete
- Make it for every detached object
-Attach back.

2 ID  in MaterialByElement modifier - removing 50% of leaves.
3 ID  in MaterialByElement modifier - removing 30% of leaves.
4 ID  in MaterialByElement modifier - removing 25% of leaves.



26
Please in simple words if possible.

There is no glossy in my test. IOR=1

27
Would be nice to see unchanged background (environment override) without rerender.

https://forum.corona-renderer.com/index.php/topic,13838.0.html

28
[Max] I need help! / Re: Excluding background from POST
« on: 2016-11-10, 23:59:11 »
Thank you, I got it.

Just interesting. Is it possible to make render element like LightSelect for background and include it in LightMix. And use it as opposite to LightSelect-Include Environment Light for compensation.

It would be very helpful for inserting model into photo.

29
[Max] I need help! / Re: Excluding background from POST
« on: 2016-11-10, 23:14:16 »
Thank you for screenshot. It's exactly what I do.

But it is working in a strange way.
I put my background. Render with exp. 0.0 . Increase exposure in post to 2.0.  It affects my objects and background as well.
After rerender with new exposure I see my objects affected and background not affected.
Is this right?  Is it a way?

I am looking for a way to increase exposure by post for my objects only, without affecting the background and without rerender. :(

30
[Max] I need help! / Re: Excluding background from POST
« on: 2016-11-10, 22:17:58 »
I tried it, but nothing happens.

Tried as usual environment, as override direct visibility, in shadows catcher material....  Tone mapping is working as well.
What do I miss?
No idea how to disable it. :(

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