Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - marchik

Pages: [1] 2 3 ... 17
1
I don’t see any pronounced noise on the ceiling, regarding noise - everything will depend on the lighti sources setup and the material of the lamp shades, you can use fake sources for the lighting itself and place sources inside the lamps only to create the appearance.

Also, your surfaces may appear to contain noise if small-scale noise maps are applied to them (bump/displacement/roughness), in some cases it is worth reducing their influence.

As for improving the rendering in such spaces, the main thing here will be setting an attractive angle with the right composition, which will imply contrasts; you can consider turning off some light sources to create more “volume”.
In such a bright room with warm surface colors, you can reduce the albedo of the walls/floor/ceiling so that the shadows become more contrasting, and the noise will also go away faster. You can consider using CoronaRaySwitch Mtl/Map for the floor and/or walls to remove the excessive yellowness that yellow parquet conveys to all other surfaces.

Everything else depends on the quality of your models, correctly modeled structural elements, detailed materials for objects. At a minimum, I can notice that many gaps in the elements are missing, for example, the baseboard and door frames/doors are stuck into the floor and walls, the cornice is stuck into the ceiling, the intercom is stuck into the wall. The mirror penetrates through the baseboard and floor and has no chamfers at the ends. Constructive gaps add life and photorealism to the image (this is clearly visible in the example of the clock hanging on the left wall).
Some elements either have no chamfers or very small chamfers.
And I could be wrong, but in my opinion there is a problem with the smoothing groups on the plinth.

For small and contrasting decorative elements such as a rug, shoes, a plant and a seat cushion, you should pay very close attention to their location in the frame, the quality of the modeling and the creation of materials. These elements attract the viewer's attention in the first place. Now the shoes, decorative plant and rug, in my opinion, look below average in realism. and, although they attract attention to themselves, they are located in the very corner of the frame and are subject to perspective distortion from the small focal length of the camera.

The presence of jagged edges on the ceiling light source indicates that you have turned off Bloom and glare, which you should not do, it is an integral part of any real photo.
The rest of the image looks good, just a few minor details left to improve, good luck!


2
[Max] General Discussion / Re: Thank you and goodbye!
« on: 2024-01-30, 11:38:15 »
Good luck and thank you, Rowan!

3
setup for axial aberration.
Corona has all you need for it but it will be slow:
https://forums.chaos.com/forum/v-ray-for-3ds-max-forums/v-ray-for-3ds-max-general/983612-chromatic-aberration-with-vray?p=1167560#post1167560

How this effect could be achieved in Corona if we do not have an additive (shellac) mode for Coronalayeredmtl and we cannot set ior values less than 1.0?

lentil add-on results from the original topic look awesome btw

use legacy mtl with dispersion.
you just need to find the right combination of lens shape, ior and dispersion value.

oh yes, that’s what I did before, but it will be critically longer than in v-ray using the method from the example

4
setup for axial aberration.
Corona has all you need for it but it will be slow:
https://forums.chaos.com/forum/v-ray-for-3ds-max-forums/v-ray-for-3ds-max-general/983612-chromatic-aberration-with-vray?p=1167560#post1167560

How this effect could be achieved in Corona if we do not have an additive (shellac) mode for Coronalayeredmtl and we cannot set ior values less than 1.0?

lentil add-on results from the original topic look awesome btw

5
Hi,

We have similar requests.

As I understand, chromatic aberrations will be the most wanted/used thing from the listed ones, so I will try to pushing the existing feature request.
Generally, New VFB with new improvements is planned. If such effects (or a menu/rollout for them) can make into it, that will be great.

(Internal ID=466224644)

big thanks, yes, correct chromatic aberrations that respond to the focus point and lens flare depending on the current aperture shape would be a very desirable feature for me

7
Good afternoon, beloved developers!
This feature would be very helpful when creating presentation videos that are not quite physically correct. For example, now I'm presenting models of an architectural exhibition, where buildings fall on the terrain. And at the same time the terrain itself is rotated 360 on its Z axis. So I would like to be able to blur only the falling objects, and the terrain would remain clear and readable. Thank you!
btw, I believe that you can achieve this effect if you disable the “camera” checkbox for motion blur, leaving only the “geometry” checkbox and animate the rotation of the camera instead of the terrain, in addition you will need to animate the rotation of falling houses synchronously with the camera

8

BTW I like your proposal about a lens constructor, it would require a serious work on the usability side of things to match Corona ethos, but imo it seems logical at some point to go full speed with a simulated lens rather than adding another "easily breakable" post-FX layer. I guess a performance hit can't be avoided but maybe it be could negligible these days considering modern CPU compute power ? Something similar has already been created for Arnold : http://www.lentil.xyz

Octane also got Chromatic Aberrations support recently, and while it says it is a post-effect it feels like it fully uses the camera settings to generate the effect (some really exagerated examples but it's a new feature so I struggled to find more).


great example with Octane, lens flares looks magical, exactly what I would like to see in Corona. It’s a bit of a pity that this all comes to us with some delay.

Although I remember how Octane showed some kind of separate fabric shader in their presentations and in the end I could not find it in the release version :D

I would happily take even basic chromatic aberration post effect, but advanced lens constructor would be fantastic to have. +1

Thank you for your response, romullus, I’m very glad that this topic has attracted attention again. After I initially created it, it seems to me that no one simply noticed it.

9
Script attached to this post.

Version 4.4 Features:
- Small quality of life improvements
- Updated UI
- Updated Naming for Color Correct nodes
- New Rollout for saving your Translucency settings (similar to Randomizer)

Notes:
- The UI is a little longer now just to allow rollup/down of Settings so you dont have to scroll when they open
- Just to keep things a bit more clear while you are in the material editor, Diffuse Color Correct is now named (see screenshots Naming). Same with Translucency
- A button just for Tom, well anyone really lol. "Brighter Leaves" in the Vegetation settings: brightness 0.3, saturation 0.3, gamma 1.5 - On/off. You can save these as your default so you dont need to check this button in the rollout or worry about it in future max sessions.

UI (Default):
UI-1" border="0

UI (Vegetation Settings rolled down):
UI-2" border="0

Color Correct Node Naming:
Naming" border="0

Let me once again admire your dedication to the work you undertake, I myself try to do the same whenever possible, but your example is very inspiring. In the near future, I will also record a video and tell my audience about this tool. Thanks!

10


I think the time has come :D
 Dear developers, if you are still going to add this, can you please implement it not like in the V-ray, but with the ability to create longditudinal and lateral aberrations with front/back or left/right  green/magenta differentiation.

11
Script attached to this post.

Version 4.3 Features:
- New: Vegetation Tools section (as this works differently to Randomizer section)
- Updated Translucency options (examples below)
- Updated UI


I checked it now, everything works fine, this is very cool, thanks for your time!
First I encountered a funny bug (attached a video). I always create a Checker map for testing (and you use bitmaps for it) and with the checker the script does not respond to pressing the button for transluency, but then I created a regular Сoronabitmap and everything worked as it should. Very interesting what the hypothetical reason could be :D

12

So lets say this is a more preferable workflow:
- Select a tree, hit color correct so you can lighten branches and leaves
- Deselect the tree, select the leaves and apply Translucency.

I think this would be better then if thats how you work. Since the all the script is doing when you press the Diffuse + Translucency button is running the first function again, so we can change that functionality so it only adds a translucency instead of doing both functions. Does that sound better?



Specifically, this option sounds simpler to implement and quite logical; a person himself will determine where he has materials with translucency and apply it if necessary. If it is not possible to implement the “ideal” option, then I vote for this one.

13
So you are saying you always plug in a translucency? The reason I ask is if you do not have anything connected to the translucency then the only thing that will happen is you get another Diffuse Color Correct. We need to consider all edge cases so they can be built into the case scenarios, otherwise unexepcted things will happen.

Example: No translucency input
notrans" border="0

So lets say this is a more preferable workflow:
- Select a tree, hit color correct so you can lighten branches and leaves
- Deselect the tree, select the leaves and apply Translucency.

I think this would be better then if thats how you work. Since the all the script is doing when you press the Diffuse + Translucency button is running the first function again, so we can change that functionality so it only adds a translucency instead of doing both functions. Does that sound better?

Hmm let me think about it more, its quite complex. I understand what you mean I have to map it out since theres quite a few variables to consider.

Edit:
So how would you use this current script in Case 2? Since you already have a Color Correct?



This is why I believe that we simply should not give the diffuse+translucency button functionality in the form of a forced connection to the translucency slot, if it was not there initially.

Perfect way:
If we select a multi/sub-object material that contains materials, some of which have translucency, and some do not, and press the "Diffuse + translucency" button, then the script should combine all existing diffuses into one CCC map, and after it take those outputs that were initially connected to the "trans. color" slots, and form another CCC map from them. I will attach a screenshot of how it was ideally implemented, in my opinion, and of course I understand that this becomes quite a difficult task.

With all that, I am in favor of simplifying the script as much as possible and not trying to cover all possible use cases. I think people who will use it will calmly come up with ways to avoid making mistakes

14
Do you have situations where your model does not have a translucency input at all (but needs one)?

Example Before:
before" border="0

Example After:
after" border="0

Yes, such cases can exist in theory, we can add this too. 

But I would NOT add this, since let’s consider the following case:

we have a multi/sub-object tree material.  it also contains materials from the trunk and branches that do not have transluency. 

And we may need to simply make the entire tree lighter (both foliage and branches) so that it fits better into its surroundings.  In this case, we need to edit the translucency, but we cannot affect the material of the branches.  We could first select all materials and apply color correction only to diffuse, but we will not have the option to then select foliage materials and apply separate color correction to translucency, since in the script these functions are combined.

So, no)

15
From my perspective - the main goal of this script is to take ready-made vegetation materials (which can consist of a large number of materials inside a multi/sub-object, usually) and quickly assign a CCC map that will allow you to adjust the shades of foliage on all materials/models at once. Regardless of how this initial one material was created, (does it use a separate map for translucency or does it use a diffuse map passed through Color Correction for this purpose).

I don't know Tom's specific pipeline, whether he wants a script to help him create vegetation material from scratch, etc. Need to clarify this with him.
I'll attach screenshots in before/after format of what I expect the script to do in different cases.

I'm looking for the same thing as you marchik: quickly tweak already made vegetation materials.

Thanks for the screenshots: I agree with your case #1, but not with #2 and #3 as, to me, the translucency slot should always be populated with a variation of the diffuse map, see the screenshots below.

I do understand your workflow as well marchik, but I prefer to tweak the end result diffuse map (eg after it's been color corrected) rather than tweak it from 'the start' if that makes sense (again, have a look at the screenshots).

thank you, Tom, now I understand.  Yes, you are absolutely right, this scheme is more convenient, although I often set it up differently.  In general, these methods could be divided into “serial/parallel” connection checkboxes if needed.  But I think it would be logical to accept your scheme and not complicate the script.

I really don’t know what to do with cases when the source material already has a transluence map and it is quite different from diffuse, this sometimes happens with Quixel.  Maybe it can be only 3 controls: "Diffuse", "Diffuse + Trans. Color" and the checkbox "Preserve source trans. map"

Pages: [1] 2 3 ... 17