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Messages - tiagodmed

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16
Gallery / Re: Lego bricks
« on: 2014-03-28, 04:59:42 »
By the way, I set up a procedural bokeh, for anyone wanting to follow the link of the material.

https://dl.dropboxusercontent.com/u/2067306/corona_material/bokeh.mat


17
Gallery / Re: Lego bricks
« on: 2014-03-28, 04:54:57 »
Amazing results Thiago ! :) Nice trick simulating c.aberration on Corona Bokeh.
   That makes think about the possibility to shift the Bokeh layers on a composite map (using offset) based on light level, to have more aberration on the brighter points and a little less on the overall image, but i think that´s isn´t possible.

I imagine it would need a special shader to work.
I went to check how the system of infinity vision for mental ray works, but is only in dof.

http://www.infinity-vision.de/blog/photo-studio-v5

18
Gallery / Re: Lego bricks
« on: 2014-03-27, 01:08:02 »
Nice one ! it could be good if the next corona bera installer includes some aperture shapes like maxwell does ( it's lazy i know lol )

Some examples for you:







http://www.ebay.com/bhp/bokeh-kit

19
long time ago discovered this fake...maybe in the summer 2013 :)

Great example of fake sss with refraction + absorption

20
Gallery / Re: Lego bricks
« on: 2014-03-26, 15:36:56 »
Nice !!  i'm a bit curious where did you put that bokeh map ? on camera ?

Simple:


21
Yes you can just use translucency. But in the same way that an SSS shader work best using maps to delineate the effect with fake techniques it is more necessary.

22
A very fast test to make a fake SSS:


23
Can you please show the settings of the greenery material on the beautiful picture with trees?
How did you make it shine so nicely with the sun on the background?

There is no secret in the materials or in the light.
I used only one corona sun with corona sky, and for materials of leaves only translucency.  The trick to have variation is to use a texture in channel translucency.
The value of "Fraction" I was increasing until you reach the result I liked, this value varies according to the type of leaf.




i wonder if translucency can be a substitute for sub surface scattering

Yes you can, depending on your need you can use any of the 4 above combinations  (Absorption, translucency, translucency+Absorption and translucency+Absorption+refraction with glossiness). As the final result depends on many factors, in each case you will need to do many tests until you reach the optimal setting.

Another example are these lego bricks, where I used a bit of translucency to achieve an effect of SSS: http://forum.corona-renderer.com/index.php/topic,3218.0.html



24
Gallery / Lego bricks
« on: 2014-03-24, 15:01:04 »
Playing a bit to test the new corona A6, this more than ok!
I used this scene to test the DOF using a custom shape to generate bokeh with chromatic aberration.



25
Tests with Absorption, translucency, translucency+Absorption and translucency+Absorption+refraction with glossiness

3ds Max file (2014 corona alpha 6): https://dl.dropboxusercontent.com/u/2067306/corona_material/absorption_translucency.max

Translucency:






Absorption:




Translucency+Absorption:






Translucency+Absorption+Refraction:




Example of practical application:

26
[Max] Resolved Bugs / Re: Normal map error with normals
« on: 2013-10-19, 19:02:52 »
Hi friends, today something that did not work, the problem of map in the map itself.



I don't understand what you did, it seems like you tried to put a normal map shader within the normal map shader, was that?
I can not imagine a reason to do so, does not make sense, within the normal map shader you must put a bitmap normal map, or substance shader from normal map.

27
[Max] Resolved Bugs / Re: Normal map error with normals
« on: 2013-10-17, 17:47:29 »
Normal mapping cannot fix shadow terminator effect. Or can it??? http://blog.irayrender.com/post/29042276644/shadow-acne-and-the-shadow-terminator

Damn it, that was what I feared!

And at the end he says exactly what I mentioned, if you have to increase subdivision to minimize the problem is better now to use displacement.

28
[Max] Resolved Bugs / Re: Normal map error with normals
« on: 2013-10-16, 23:48:05 »
In real I've posted on the first page, but to pinpoint the error, here is wrong and right.


29
[Max] Resolved Bugs / Re: Normal map error with normals
« on: 2013-10-16, 00:23:23 »
ok, I stopped making assumptions, kkkkkkkkkkkk :P

30
[Max] Resolved Bugs / Re: Normal map error with normals
« on: 2013-10-16, 00:06:18 »
Keymaster: Sorry I forgot the render pass you asked, I did all passes of normals and the "normal geometry" realizes the "faceted"

normalsDiscrepancy


normalsDotProduct


normalsShading


normalsGeometry

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