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Topics - cjwidd

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106
[Max] I need help! / [RESOLVED] Texturing Large Surfaces
« on: 2020-01-15, 13:25:04 »
Attached is an example of scene by Juraj Talcik containing multiple large surfaces in camera, but no noticeable tiling. Is the solution to texturing large surfaces like this while also avoiding noitceable tiling just big a** textures (>8k)?

107
Does it matter if Corona triplanar is applied before or after Corona Round Edges texmap? Before or After Corona bump converter?

Does it matter if Corona bump converter is applied before or after Corona Round Edges?


108
Would be nice to have a f-stop gizmo in the viewport for Corona Camera in the same manner as 3ds Max Physical Camera. Of course, it is currently possible to apply a Corona Camera Mod to a physical camera to get the best of both worlds.

Alternatively, a screen space debug overlay (black / white) indicating the in-camera range of the f-stop effect on depth of field, would also be great; perhaps as a render element.

109
[Max] Resolved Bugs / [RESOLVED] Corona 5: Set Focus in VFB
« on: 2020-01-15, 00:48:16 »
It is possible to right click in the interactive viewport and 'set focus to this point', but right clicking in the VFB does not provide an option for this behavior - it shows position / color information (original linear RGB, tonemapped sRGB, etc.)

110
[Max] I need help! / [RESOLVED] Linear Workflow (LWF)
« on: 2020-01-13, 00:24:19 »
Can someone tell me something about color management that I will understand?

I have already scoured the internet for articles about linear workflow (LWF) for just about every DCC application. Here are a few examples:

Understanding sRGB, gamma, color values
What is linear workflow and how can it help your renders look better?
Linear Workflow made Simple
ACES Primer, Glossary and Quick Start Guides
ACES and the ColorChecker
Time to ditch sRGB/Linear as default

I need to couch the following discussion in terms of a practical example - it is the only way I will understand:

1. The following settings are enabled in 3ds Max Preference Settings (see below). To be consistent with LWF, are these the appropriate settings? If not, what are the appropriate settings?
  • Customize > Preferences > Gamma and LUT > Enable Gamma/LUT corrrection (checked)
  • Customize > Preferences > General > Color Selector: Corona Improved Picker (sRGB unchecked)

2. I have an HDRI (Jørgen Herland; 'jh_int_mediaoffice_2015_8k') which is seamlessly stitched, color calibrated, white balance corrected, and has an unclipped dynamic range. The HDRI is imported with Corona Bitmap (see Figures 1 & 2). To be consistent with LWF, what are the correct texture import settings for HDR images?:
  • a. Automatic (recommended)
  • b. Override (1.0)
  • c. Override (2.2) (*identical to (a.) if Gamma/LUT corrrection is enabled in 3ds Max Preference Settings)
Figure 1


Figure 2



3. I have a texture set (Quixel Megascans; 'Old Log Wall'). The texture set is imported with Corona Bitmap with the following settings (see below). To be consistent with LWF, are these texture import settings correct?
  • ti5teabbw_8K_AO - override (2.2) (*identical to 'automatic (recommended)' if Gamma/LUT corrrection is enabled in 3ds Max Preference Settings)
  • ti5teabbw_8K_Albedo - override (2.2)  (*identical to 'automatic (recommended)' if Gamma/LUT corrrection is enabled in 3ds Max Preference Settings)
  • ti5teabbw_8K_Gloss - override (1.0)
  • ti5teabbw_8K_Normal - override (1.0)
  • ti5teabbw_8K_Displacement - override (1.0)

4. I have a Corona Camera (50 FoV) with the following post-processing tone mapping settings (see Figure 3; ACES emulation). To be consistent with LWF, what are the appropriate post-processing tone mapping settings? To be consistent with LWF, what (if any) LUTs should be applied to the camera, and why?

Figure 3


5. Test render using the combined settings described above.

Figure 4

111
[Max] I need help! / [RESOLVED] Shader: Glitter / Sequin
« on: 2020-01-09, 02:05:25 »
Looking for assistance with a glitter shader. I have seen some of the previous attempts on the forum, and I've explored both the Corona and Siger car paint shaders, but I am not arriving at a satisfying result.

I am attempting to replicate the surface of a wall covering that contains a reflective paint layer. The visual result is a shimmer / glitter effect that is attenuated based on the viewing angle / light source.

Do we have stochastic flake or something similar in Corona?

112
Please see attached

The green object consists of two non-contiguous planar faces (two polygons) with a portal material applied.

Is it better to create two separate objects, each with a separate portal material, or is the depicted configuration appropriate?


113
I was doing some tests and noticed that all things equal, a rectangular (square) Corona light with a radial gradient texmap does not produce the same lighting intensity as a disk Corona light.

I was just curious why that might be the case?

114
[Max] I need help! / [RESOLVED] 32 bit to 16bit (2019)
« on: 2019-12-06, 06:58:44 »
Converting an approximately ~6000 x 8000 pixel image from 32-bit (.EXR) to 16-bit destroys the tonal range of the image. I understand this is a historical problem that has been addressed before, but the previous solutions are not working in this case.

Note that rendering at a lower resolution (~3000 x 4000), saving to 32-bit (.EXR), and converting to 16-bit produces a more consistent result, i.e. converting from full-float to half-float on a lower resolution image reduces the problem.

Is there a workaround for converting 32-bit to 16-bit for high resolution images?

115
[Max] I need help! / IPR Full Resolution
« on: 2019-12-04, 17:38:58 »
Is it possible to IPR at full resolution?

For example if the final rendered output is 2000 x 3000, can you IPR at that resolution, or only the floating window resolution?

116
I have seen plenty of articles about calibrating HDRIs, including Dubcat's original post on this forum, but is there a way to calibrate the Corona Sun and Sky in a similar way?

117
I cannot speak for other users, but I find the curve editor GUI in the Corona Color Correct Texmap difficult to use, i.e it takes much longer to arrive at the desired result. An alternative might be a levels adjustment editor instead, a la Photoshop.

If such a GUI element is already present in Max (or Corona), I would be happy to learn of it.

118
General CG Discussion / Material Libraries
« on: 2019-09-17, 17:05:30 »
I was hoping I could ask the community about material libraries and what your approach is? For example, there are so many ways to source textures / materials nowadays, e.g. Quixel, Substance, Siger Studio, Friendly Shade, Corona Mat Lib, etc.

Do you use any of these services for your rendering needs, or is there another service that I did not mention above?

I am in the process of constructing a material library for my own work, but I thought I should ask the community for advice before I proceed.

119
[Max] I need help! / Faster Triplanar Setup (Script)
« on: 2019-09-10, 19:53:01 »
I would like to prepare a macroscript to address the issue described in this thread while we wait for an official implementation from the Corona team. Before I start asking implementation questions, does anyone have a script like this laying around that they would be willing to share?

I expect the script would:

1. Access a material with attached bitmaps
2. Insert a Corona Triplanar node to all bitmap attachments
3. Assign a bezier float controller to all Triplanar 'scale' parameters

It would be great to piggyback off some functionality for a script like this (ezMat for 3ds Max) to create an all-in-one texture / material import workflow.

120
I'd like to create a button in the toolbar that will assign a specific material in a material library to any selected object. I've looked around for some time and found:

Code: [Select]
$.material = CoronaMtl()
$.wirecolor = color 0 0 0

This assigns a default Corona Material, but if I'd like to assign a custom Corona Material from a material library, this script will not suffice. Any suggestions?

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