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Topics - cjwidd

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136
[Max] I need help! / [RESOLVED] Food, crumbs, air pockets
« on: 2019-01-27, 03:14:47 »
I am modeling a macaron (see attached reference 'my perfect macaron') and looking for advice about how to model crumbs and air pockets in a surface (see attached 'peter roe closeup'). I am posting in the Corona forum - rather than a modeling forum - because I suspect this is best achieved procedurally through shaders. This forum has a high concentration of actual industry professionals, so if you have any experience modeling / shading this type of asset, I would be very eager to learn.

I understand photogrammetry would be an alternative method to model this type of asset.

137
[Max] I need help! / [RESOLVED] Flash Camera Lighting?
« on: 2019-01-24, 22:53:45 »
Trying to emulate the effect of flash photograph as seen in some recent work by Cem Tezcan. I have attached a recent attempt, but I appreciate any input the community can offer.


138
Work in Progress/Tests / Fake shadows?
« on: 2019-01-13, 22:49:21 »
I'm trying to recreate the lighting / shadows from a reference image in Corona - for practice - but having a hard time (see attached 'b_prodotti'). I cannot confirm whether the source image is a render, photograph, or combination thereof.

The issue pertains to shadow softness, shadow density / opacity, and GI (?). It is possible to manipulate shadow softness by adjusting the distance and size of a light source, but I am not arriving at the expected results (see attached 'domo_v0'). In addition, enclosing the target geometry in a small "room" can help soften shadows, but often at the expense of the shadow density.

Any advice would be appreciated.

139
Work in Progress/Tests / Ivy Hallway C/C
« on: 2018-12-13, 11:40:17 »
Sketch scene I've been working on, but the current render is quite uninteresting. Any suggestions on composition? Additional elements? Lighting?

Feedback is welcome :)

140
[Max] I need help! / Substance Painter 2018.2.1 <> Corona 2
« on: 2018-08-18, 02:10:28 »
TL;DR: What is the correct export configuration in Substance Painter to alleviate the need for subsequent output modifications in 3ds Max / Corona

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I have reviewed the available documentation and forum posts describing how to achieve parity between Substance Painter's Iray and realtime viewport with Corona Renderer. Almost all conversation concerning this topic points to Dubcat's post, which was last updated a little over 2 years ago.

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All exported textures use the following color depth settings:



[TARGET APPEARANCE]
Substance Painter 2018.2.1 - IRay


Substance Painter 2 Corona export preset [rendered in Corona; texture import: Automatic]



Right off the bat, the glossiness is incorrect; never mind the fresnel IOR

Substance Painter 2 Dubcat export preset [rendered in Corona; texture import: Automatic]



I have prepared the material based on what is described in the forum post. Glossiness is incorrect, reflection color looks incorrect, but may be a function of the fresnel IOR(?) I am certain there is something wrong with the material graph for this shader, but I am unsure what exactly.

Substance Painter 2 Corona export preset [rendered in Corona; texture import: Automatic; glossiness tweak + IOR map]



Critically, the above material is a layered material. In any realtime renderer (e.g. UE4, Unity, Marmoset), a single shader could be used to accurately render the texture set for each asset; in fact, in UE4 only three textures are required, including a channel packed ORM (occlusion, roughness, metallic) texture. However, in 3ds Max / Corona, seven different textures, including a blend mask, a unique output curve, and two shaders are required to achieve the desired result.

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It is clear that I am misunderstanding something essential about how to achieve parity between Substance Painter and Corona Renderer in terms of export / import settings, color depth, or the like.

Given that glossiness and fresnel tweaks go a long way to recovering the appearance from Substance Painter, the question becomes:

What is the correct export configuration in Substance Painter to alleviate the need for subsequent output modifications in 3ds Max / Corona

141
[Max] I need help! / [RESOLVED] Channel Packed Textures?
« on: 2018-08-03, 21:05:12 »
Any suggestions about how to extract the red, green, or blue channel from a texture to pass to the gloss, metallic, and AO channel, respectively, of a Corona shader?

142
I do not see an option in the [3ds Max] Customize User Interface rollout to add this button from the Corona Official Toolbar. Is this possible?

For example, the Corona Official Toolbar is excellent, but I don't want to take up space on the toolbar ribbon with the entire toolbar, I only want to add a single button.

143
I am experimenting with floor generator for tiled floors, as opposed to just using displacement. My question is for the professionals out there: Do you chamfer the beveled floor tiles, do you use Corona Rounded Edges map instead, or no modifications after the fact?

I appreciate any advice you can offer!

144
Work in Progress/Tests / Testing Corona Scatter
« on: 2018-05-21, 01:09:10 »
Testing Corona Scatter

145
Gallery / Isometric Art
« on: 2018-05-21, 01:06:22 »
Laubwerk trees

146
Gallery / Educational Centre in El Chaparral
« on: 2018-05-09, 20:09:28 »
My first attempt at offline rendered archviz and my first time working with Corona Renderer. Having migrated from Keyshot to Corona for interior rendering, I am absolutely blown away by the flexibility and usability of this renderer. Thank you so much Render Legion!

This environment is inspired by the Educational Centre in El Chaparral in Grenada, Spain (Alejandro Munoz Miranda). Look dev for the second image was inspired by Koola.

c & c welcome

147
Is there a way to enable a less complex, GL style rendering option for interactive rendering? For example, tweaking texture position, even with region rendering, can be a significant time sink in between updating texture options and refreshing.

148
[Max] I need help! / [RESOLVED] Displacement: Best Practices
« on: 2018-04-27, 06:58:35 »
When is it appropriate to use displacement, and when is it not - for performance reasons?

Is the ultimate criteria essentially viewing distance? For example, a close-up shot of a plaster wall would reveal subtle, but obvious surface bump, but that same wall viewed at several meters away, the surface bump would be imperceptible.

However, in the interest of being physically accurate, it occurs to me to include displacement regardless. For compute reasons, this is obviously not tenable in many situations. Just curious if I can get a word from the professionals. Thanks :)

149
[Max] I need help! / [RESOLVED] Gradient Ramp / UV2
« on: 2018-04-08, 21:26:26 »
Trying to create an effect where a glossiness map fades from top to bottom (smooth at bottom, rough at top), without abolishing the existing UVs. To do this I threw on a UVW map and mapped a gradient ramp to the second UV channel, producing the desired result (see attached).

My question is whether there is an easier way to do this? 

150
It seems that it is possible to lock a view to render for Corona Interactive if you are in a Column 2, Column 1 configuration, but not a Column 1, Column 1 configuration. Is this a known issue?

3ds Max 2018
Corona 1.7 (hotfix 4)

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