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Messages - tiagodmed

Pages: 1 2 [3]
31
[Max] Resolved Bugs / Re: Normal map error with normals
« on: 2013-10-15, 18:19:36 »
lacilaci, what happens is that when you increase the subdivision the error starts to become imperceptible, because it happens on the faces of the object, as the smaller the face unless the error will appear.
But if you have to increase subdivision of the object to be certain it no longer makes sense to use normal map, in which case you use a displacement.

By the way, I'm not using any build

33
[Max] Resolved Bugs / Re: Normal map error with normals
« on: 2013-10-15, 16:01:43 »
maru: Using "Color Correction", as you turn to advanced mode and will have the option to change the gamma.
About my previous comment, I confuse, in realy I made ​​a de-gamma, as the texture is 8bit she is not linear, this gamma 2.2 was embedded. The Normal map shader of Corona asks for it not be done, as I said the render is wrong but the problem disappears, which made ​​me think that may be associated with the color space.

lacilaci: I have not changed the subdivisions of the model, when we use normal map subdivisions should not interfere with the final result, remember that it is used also in low poly models. And the gamma is directly connected to the correct result of the normal map, when working with 3ds max linearized you need to make a de-gamma in texture of normal map for it to work properly.

I even tried to use a texture linearized but had no effect,  I prefer no more try guessing the problem, kkkkkkkkkkkk

34
[Max] Resolved Bugs / Re: Normal map error with normals
« on: 2013-10-15, 03:49:22 »
I tried to put the gamma at 2.2, the render is not correct but the error did not show up, is not it something with the color space?


35
[Max] Resolved Bugs / Re: Normal map error with normals
« on: 2013-10-14, 23:29:47 »
Yes, when I use "normal map" the shadow is faceted, as if not smoothed the surfaces.

This is the correct result.


36
[Max] Resolved Bugs / Normal map error with normals
« on: 2013-10-14, 23:09:45 »
I think this may actually be a bug, I'll attach the file that did the tests for investigation.





https://dl.dropboxusercontent.com/u/2067306/corona_report/bug_normal%20map.zip

37
Gallery / Bathroom - Corian (by Infinita Superfícies)
« on: 2013-07-21, 02:48:58 »
Hello guys, this was the first work that I developed entirely with the corona, this is the first render, I will still make other renders in this environment.
This first work allowed me to see the difficulties, find some bugs and think of some necessities for next corona.
I'll get this list and report here on the forum.

38
Work in Progress/Tests / Abandoned Train Track, France
« on: 2013-06-14, 15:41:20 »
Hello guys, I'm working on a new scene to test the max 2014 forest pack 4 and corona a5.
A little history about this place...
This tunnel is part of an abandoned rail line that circles Paris called the Petite Ceinture. It was built in 1852 to connect the Gares of Paris and it was I think the world's first commuter rail. It was abandoned in the 1930s because the Paris Metro was more efficient at moving people around. You can visit this tunnel in Parc Montsouris, a public park.
https://dl.dropboxusercontent.com/u/2067306/jArIG.jpg

Here are 3 renders in different sizes.

800px:
https://dl.dropboxusercontent.com/u/2067306/Max2014_coronaAL5_tunel_03.jpg

2000px:
https://dl.dropboxusercontent.com/u/2067306/Max2014_coronaAL5_tunel_04.jpg

6000px:
https://dl.dropboxusercontent.com/u/2067306/Max2014_coronaAL5_tunel_05.jpg

39
I was cleaning the file to send and I open the material on the slate, only then realized that the bump texture was different from other (blur filter 0.01 and the others 0,5). I'll send this file anyway. But I will also send a corrected, now I did tests with variations in the blur filter (1 - 0,5 - 0,1 - 0,01).
In the background material appearing a strange effect, some "marked" areas.



40
I was testing rendering fabrics and came across the following problem ...
I adjusted the fabric material of my testing in a "frame" (close up frame... :P I do not know if this is the correct term, in Portuguese would be "enquadramento"). I adjusted the scale of the texture, bump intensity, glossiness ... And for that "frame" the yield was good.
But when I put the scene late in the "frame", which is further away, the yield had problems (I'd better show than describe, my English is not very good).

Blur 0,5 filtering Summed Area









41
[Max] Resolved Bugs / Re: CoronaMtl Gamma corrected color,
« on: 2013-04-12, 23:15:38 »
See if you are related to your problem. If you are saving this render in 32 bit you will embedding gamma 2.2 on your image and this will let her "washed".
In this case it would be correct to use the Output gamma in 1.
If you are saving to 8 or 16 bit oh yes you should embed gamma.
If you already knew about that I'm sorry for being redundant.

42
Gallery / Re: Simple test bump+displacement
« on: 2013-03-18, 20:23:24 »
ecximer, michaltimko and Chakib  - thank's guys :)

alexisliza - in fact I had no problems. But some textures have had a better result when I removed the blur. But in other renderers this also happens, therefore...

maru - These textures were created in a tool that I'm developing, called nMaker. This tool is not yet available, it is not finished but already functional, soon I'll release it and it will be free!
Who want to know more about the project can see this link: http://www.polycount.com/forum/showthread.php?t=101498&highlight=nmaker

Here are the textures I used in the test
https://dl.dropbox.com/u/2067306/nMaker2-textures.rar

43
Gallery / Re: IBL test
« on: 2013-03-18, 01:54:08 »
wow, realy cool!!! I'm really enjoying this renderer.

44
Gallery / Simple test bump+displacement
« on: 2013-03-17, 23:14:40 »
Hello, I'm starting to test the functionality of the Corona to better understand its operation. So I'm redoing some tests I did in other renderers.

Bump


displacement


bump+displacement


Final test with light and reflection

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