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Messages - totinguis

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1
Gallery / Re: Procedural cozy room
« on: 2018-04-02, 20:34:26 »
Yes romullus, as far as I tested it, it is stable and works pretty well even at 8k even though if you need to tweak textures is better to reduce to 2 o even 1k and then upscale again. Interactive works fine, no errors or warnings as with max default old substance implementation. The feature to auto build the shader network with corona materials works great. So in general this is working fine, i think there are still some things to polish but most likely will be addressed upon final release.

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Gallery / Re: Personal work, Illustrations and designs.
« on: 2018-04-02, 20:29:32 »
This is incredibly awesome stuff man, congratulations!, I am curious about your pipeline. Do you model in max, use zbrush? maya, a mix? Thanks and keep posting.

3
Gallery / Reactor
« on: 2018-04-02, 19:55:51 »
Hi guys, this is a two day work I did on C4D with Corona. I am moving from 3ds max to C4D so this is kind of an exploration of the software it self. Been using it for a while but mostly doodling. I am pretty happy with ease of use and features in general. Of course I found things I don't like or at least I don't know how to use yet. But in general I think for archviz (plugins and libraries aside) it has way more features than 3ds max which I consider and old buggy software. Don't get me wrong I used max almost since my beginnings in 3d nearly 20 years ago but nowadays it not only does not include new relevant features but keeps the same bugs and errors from years and version after version new things come up broken... things that have been working just fine in the previous version haha. So for me it is time to move on. I am a freelancer so not strings attached for me. Good thing of all this is that in the way I have learnt my way arround maya, modo, blender and houdini, so kind of a profitable disgrace for me :)
Anyways, this is right from the frame buffer, no photoshop whatsoever. C&C is much appreciated specially from people using C4D
Cheers!


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Gallery / Re: Procedural cozy room
« on: 2018-04-02, 19:32:32 »
Hi iancamarillo, I am testing the new substance plugin for max (beta) so I used the sbsars inside of max rendered at 4k and 8k through the GPU engine. Quite neat workflow since you can up and down scale textures depending on the shot and you keep all the procedural settings exposed in SD.

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Gallery / Re: Procedural cozy room
« on: 2018-04-02, 06:35:29 »
Hi dippndots, those are simple shapes encompassing the light with a volume material aplied to them. Then adjust volume material as needed.

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Gallery / Procedural cozy room
« on: 2018-04-01, 20:44:07 »
Hi guys, I have been using Corona from day one but lately I've been testing some other renderers. Long story shot, Corona is a one way trip... it absolutely kicks any other renderer @$$ anytime, anywhere.
These are some images done with procedural materials with substance designer (except for the plants) Some problems to fix here and there but I am calling this done and move on to other stuff. Any comments and criquite is much appreciated. Thanks








7
Have you tried recomposing the beauty by adding linearly your render elements? You will have a lot more control than just correcting the beauty in exr. Then you can apply any tone map curve you want. I mean, if you are already working with exr... what I do is correct channel by channel basically by means of exposure adjustments and then, just as Juraj said, correct with camera raw the result of the 32bit psd applied and duplicated to a 16bit PSD. You can have smartobjects and everything...

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Hi, I had this problem with textures from CG textures, the wood textures to use with floorgenerator. Don't know why though. Also some times happened the same when using color correction node. Check with a different texture if you get the same result or if you are using a cc node.

9
Gallery / Re: Public Library
« on: 2017-02-23, 15:18:34 »
Beautiful renders, love the GI and materials in general.
Only two things that catched my attention were the geometry of the concrete pilar looks super sharp on the edges and does not look realistic and in some shots composition is a bit uncomfortable with objects being cut of the frame. Other than that, awesome work. Congrats!

10
Hi, I work with 32bit exr in photoshop. What I do before saving the final image is to apply the image and duplicate the layer to a new 16bit psd file without merge. This way colors are the "same" as in the 32 file. At least this is the way I do it, surely there is a proper workflow for this but I guess it is a limitation of photoshop working with 32bit files.

11
Hi, can't see the video right now so what I am going to say may or may not be accurate regarding your question, sorry for that :). Talking about dynamic range you can always work with and composite 32bit exr render elements on a 32 bit compositing software or compose your elements in photoshop and when you are done duplicate your layer to a 16 bit psd for further editing. This way you'll have the full dynamic range to re expose your render. Regarding color, color space and color mapping are two different things as far as I understand. You are talking more like about color mapping (filmic to be more specific). This is something like corona's lut. It is kind of a color profile that transforms the colors from a source image to match the look of another. 3ds max is not color managed so I think there's no way to change any color space inside 3ds max, so this is something you will have to achieve in postproduction.

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Gallery / Re: Relaxing Shed in the woods
« on: 2017-02-15, 13:47:39 »
Nice images but some how I get the feeling that interiors and exterior shots were made by two different persons, the feel different. I think there is to much bloom and the fog looks weird. This doesn't add to a relaxing atmosphere. Also agree with pixelab, dusk looks creepy. Don't get me wrong, interiors look great and exterior vegetation looks great as well. Seems more like something fixable in postpro than in 3d.
Interiors looks really clean and clear with nice detail as well as vegetation. Keep it up.

13
Gallery / Re: Lake House
« on: 2017-02-13, 16:08:00 »
Nice image, really like it. I like the contrast and burned areas, since you are copying from a photo I assume that's how it looks like. Everything seems pretty spot on expect the car. I feel it too cg-ish. Also the composition is a bit weird I think. I would really like to see a comp of this image with the floor line one third towards the bottom. Water on the mid plane looks good but on the foreground looks too fake. Maybe a bit more depth between the house and the trees, but again I'm commenting based on the image itself since you didn't post the reference photo to compare. Nice work, congrats.

14
Gallery / Re: Bedroom AG24
« on: 2017-02-13, 14:39:43 »
Beautiful lighting, I like the second image very much. Colors and the soft shadows give the image a really nice warm feel, also shadow levels I think are much better with more contrast. Third image is also very nice as well, color, contrast and shadows are great. One thing though is I would try some tweaks in the composition. The night stand is too much on the edge, maybe a little bit of the floor could be better and give the comp a tad more air. The pillow on the left I would cut it somewhere near the middle so you can have an even line on that side to frame the comp. Anyways that's just a personal thought. Great work, keep it up!

15
[Max] I need help! / Re: Out of Ram -64gb Machine?
« on: 2017-01-27, 14:38:56 »
Hi, I have been having this issue as well with very complex scenes with denoise, but no light mix and with around 6 render elements including masks. Scenes with 30 million polys and up this warning pops up and sometimes renders ok, sometimes renders extremely slow and sometimes crashes max. This seem normal to me on huge scenes, but what really makes me scratch my head is that I'm having this issue with a really simple interior scene with around 6 million polys. When ever I hit render on res higher than 3k this warning pops up and sometimes max crashes. Inbetween I randomly get normal to extremely slow render times.
Scene geometry is OK and modelled from scratch, no client model whatsoever, biggest textures are 4096x4096 and my workstation have 32gb 2400mhz ddr3

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