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Messages - jungsoo83

Pages: [1] 2
1
Yeh it would be great if there was a tabletised list of yeses and nos.


2
hi,

I know this request has been made previously and was wondering if it would be implemented as part of the coronaCamMod in the near future?


The standard camera + apply camera correct modifier does not create an accurate real life effect of a shift lens.


vertical + horizontal offset function of vrayCam is how a real life tilt/shift lens behaves.
Ofcourse this function works fine when used in combination of vray + vrayCam.

However when used with Corona, it seems to create the same inaccurate effect as the standard camera + camera correction modifier when rendered. (looks fine in the viewport)


It is especially problematic during camera matching processes when the backplate shot is shot with a shifted lens.
You end up having to match it twice - one for the viewport and another tweaked version for the render.
Ofcourse there is a work around this which is by increasing the top or the bottom depending on how the backplate photo was shifted so the horizon is at the centre of the image and loose the vertical shift or rotation- which comes with its set of problems.


I hope this makes sense and will look forward to hearing back with a response from the development team.


Thank you.

3
hi,

I was wondering if you could get a selection behind a glass object through CMasking passes?

For example, in the attachment are two images with render + material selection pass for compositing.

What settings do I need to change in order to select the teapot behind the glass object and change its color in compositing program?

Any help would be greatly appreciated.

Cheers,
Jung

4
[Max] Resolved Bugs / Re: Re-pathing IES lights
« on: 2014-05-12, 13:16:27 »
ta - thanks for letting me know. Cheers. -J

5
[Max] Resolved Bugs / Re-pathing IES lights
« on: 2014-05-12, 07:59:18 »
hi,

I often bring home projects from work.
Our work uses a Y drive where my home server is set with a P.
Working in a UNC pathing system requires having to repath all the assets through the asset tracking.

Why is it that I can't seem to repath the IES files used in corona lights via the asset tracking? Or am I missing something?


Any help would be greatly appreciated.


-J

7
hi,

How do you have the backplate photo not be affected by the Exposure and Color Mapping control?

1. I've put a HDRI inside max environment for lighting + reflection.
2. The backplate photo is inserted into the Direct visibility override in Corona Environment overrides.
3. I'm trying to match the lighting for 3d to the backplate photo via using the Corona Exposure and color mapping control
4. The changes in Corona Exposure and Color mapping control affects both the backplate photo and the 3d
5. Any chance these controls are also included in the CoronaCamMod?
6. Or.. is there something that I am missing?

Thanks for any help in advance.


8
Gallery / Some images
« on: 2014-04-01, 07:58:09 »
FYI - Some of my past personal projects re-done in Corona

9
[Archive] Alpha Builds / Re: Alpha v6 released
« on: 2014-03-25, 05:06:10 »
hi,

Thanks for the instruction. DR servers are now installed.

I had tried using multi-texture map with DR and was getting discrepancies between local rendering vs DR.

Please see below attachments for your review.

A6_Multitexture Map_01: Floor Tile using multi texture map in Diffuse, Gloss, Reflection & Bump rendered locally

A6_Multitexture Map_02: Same floor tile rendered using DR

Is the floor texture available in the slave machines?

I think i remember seeing a similar behaviour when some of the slave machines could not access the texture.

Hope this helps...

Cheers.


hi,

Yes - all the slaves have access to the floor textures folder and have MultiTexture_max2012_64.dlt installed.

Everything else seem to work fine - it's just the multi-texture map in my case.
It will start off all fine then as the render slaves kick in, just the area where multi-texture map is used, it seems to darken progressively.

Are you having success with DR using multi-texture map in your scenes?

When I use the multi texture map inside a corona mix map, the DR machines seem to be give consistent result.

10
[Archive] Alpha Builds / Re: Alpha v6 released
« on: 2014-03-23, 02:55:36 »
hi,

Thanks for the instruction. DR servers are now installed.

I had tried using multi-texture map with DR and was getting discrepancies between local rendering vs DR.

Please see below attachments for your review.

A6_Multitexture Map_01: Floor Tile using multi texture map in Diffuse, Gloss, Reflection & Bump rendered locally

A6_Multitexture Map_02: Same floor tile rendered using DR

Is the floor texture available in the slave machines?

I think i remember seeing a similar behaviour when some of the slave machines could not access the texture.

Hope this helps...

Cheers.


hi,

Yes - all the slaves have access to the floor textures folder and have MultiTexture_max2012_64.dlt installed.

Everything else seem to work fine - it's just the multi-texture map in my case.
It will start off all fine then as the render slaves kick in, just the area where multi-texture map is used, it seems to darken progressively.

Are you having success with DR using multi-texture map in your scenes?


11
gotcha - thanks. it's all sorted :)

12
the camera clipping seems to work fine..

displacement values don't seem to quite work if the scene display/system unit is set to meters. (it works fine under mm or cm)

13
hmmm.. sorry maybe I am not understanding something correctly.

I am currently using the screen size (px) mode of displacement set to 1.
So from your reply above, I am gathering this 1 means 100m given that the system unit is set to meters?

14
[Archive] Alpha Builds / Re: Alpha v6 released
« on: 2014-03-22, 14:04:51 »
hi,

Thanks for the instruction. DR servers are now installed.

I had tried using multi-texture map with DR and was getting discrepancies between local rendering vs DR.

Please see below attachments for your review.

A6_Multitexture Map_01: Floor Tile using multi texture map in Diffuse, Gloss, Reflection & Bump rendered locally

A6_Multitexture Map_02: Same floor tile rendered using DR

15
hi,

For your review below..

A6_Camera Clipping_01: Plan view of the camera location and the extent of the clipping

A6_Camera Clipping_02: Camera view as per the clipping plane enabled

A6_Camera Clipping_03: Rendered view within A6 without any displacement maps used in the scene

A6_Camera Clipping_04: A rug in the scene has displacement map enabled

A6_Camera Clipping_05: Resulting render after the displacement map enabled

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