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Messages - dj_buckley

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[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2021-12-04, 11:24:25 »
They're in this thread - the 5DS one I have is attached

[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2021-12-03, 10:27:34 »
I've learned *A LOT* from Dubcat, so no offense, but I feel like my encounter with his Photographic LUTs early on while learning Corona Renderer, really led me astray. The 5D Mark 1 and 5DS LUTs produce a much more natural look, which is probably a better starting point when pursuing an un-edited photographic look.

Yep, it's the 5DS one I've been testing actually not the Mark 1.  If you're albedos stay within the stricter ranges, it produces a really nice starting point.

[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2021-12-02, 21:05:30 »
Thank you Piotrus.

I like Reinhard2VrayAMPAS, which seems to be very similar to Dubcat's Cannon 5D Mark I.

In my opinion Reinhard2FstormDefaults is way too saturated.

Couldn't agree more, Reinhard2VRayAMPAS is the one I keep going back too, it's almost perfect.  Even the 5D one you mention I find just that little bit too saturated and contrasty.

Edit: Ignore that bit about the 5D one, I was getting mixed up.  Yes they're both incredibly similar.  The 5D one has a little more punch to it

[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2021-12-02, 20:03:00 »
Awesome, is this the same as the hardcoded LUT that FStorm uses as a base?

[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2021-12-02, 10:41:56 »
desaturation might be a bit heavy but let me know how this one works for you. HC+lut.

This is exactly what I've been looking for so thank you.

Hardware / Would this RAM be Compatible
« on: 2021-11-27, 18:28:48 »
I'm an absolute technical novice when it comes to anything inside the PC Case.

I'm wondering if this RAM -

Would be compatible with an Asus Rog Strix X299 E-Gaming? - the details for which are in the attached screenshot

[Max] I need help! / Re: Sketchup to 3DS Max workflow
« on: 2021-11-18, 14:58:03 »
This goes back to what I was saying in your other thread John.  SketchUp and the likes just fall to pieces when you try and add details in Max like chamfers.  Random verts, unwelded verts etc, basically anything that isn't a box tends to crumble.

Honestly and from experience, I refuse to work with anyone else models other than my own - unless it's only being used for distant context.  In my workflow, architects models are used only for previz and that's only if I don't have time to remodel it from scratch first.

Of course the time taken to remodel a building from scratch is factored into the initial quote.

Far too many times, architects say "we already have a model" in the hopes of getting the cost down, and it ends up taking you longer to fix their model, than it would have taken to just model it from scratch.

And you can never really foresee problems with architects models, things may look fine on the surface, but then when you get into the details they become a nightmare to work with, but by that point it's too late to go back to the client and say "actually we need to model it from scratch, that'll be an extra £XXXX".  There are just too many possible problems, smoothing issues, displacement not working, holes in the mesh, items with different materials attached together, simple innacurracies, missing details, geometry clashes, coplanar faces, single faced glass etc etc etc, and some of these your don't realise until you come to render it.

So to answer the question, I simply do just model everything from scratch, to save a lot of headaches further down the line.  Although it can feel a bit mundane, it can save you a tonne of time elsewhere, things like materials and scene management/organization etc.

Paying me to model the buildings from scratch isn't optional on a quote.  If they insist on me using their model, then I insist on the cost going up for 'troubleshooting and cleanup'.  And if you're being paid for it and you've priced for it properly, then the time taken to do it shouldn't be a problem.

There's also the added benefit of getting a much better understanding of the building and the relevant spaces when you model it from scratch.

I find SketchUp is the worst, Revit is ok - both are heavily dependant on whoever built them, and anything that you can't import natively i.e. Vectorworks isn't even worth considering.

So always cost and schedule time for modeling from scratch, and if it transpires that the architects model is excellent, problem free and usable, then win win, you just made some extra profit and got yourself a more relaxed schedule.

It's all good.  The sneak peak of the tone mapping looks very promising.

Looks great Tom - I assume this paragraph means these features are no longer tentative and won't be pulled last minute :)

Is that everything?
You will of course also get the expected dose of other new features. For version 8, this will include decals, new tone mapping, cryptomatte, slicer/clipper material, a curvature map, and more (see the end of the blog post for a development sneak peek).

General CG Discussion / Re: Fake Houses
« on: 2021-11-11, 12:56:19 »
Bertrand himself has some on his Turbosquid page -

It depends on what exactly you are rendering, but if it's a "standard" sized interior or exterior scene, then 32 GB of RAM may not be enough. I would say that 32 GB is the minimum and 64 GB is the standard. The more you can get, the better.

I'm currently in the proces sof having to upgrade my 64GB machine to 128GB because it struggles with most scenes (although they're generally quite heavy).  I'd say 64GB bare minimum, 128GB if you're budget can stretch and 256GB for future proofing

Are there any plans to improve Corona's RAM consumption?  I have nothing to compare it to as it's the only renderer I use these days (coming from VRay years ago), but it does seem to eat up RAM incredibly easily?

[Max] I need help! / Re: MarbleTexture
« on: 2021-10-29, 20:30:55 »
Looks like a reddish emperador or a rojo alicante to me if that helps your search

Find something similar and colour correct it - looks similar

or colour correct something like this

Correct.  And thanks for highlighting.

I normally wouldn't notice as I render overnight, but I had to re-render something this morning and just happened to note the times of the previous render and the new one when I came back to it.

Good to know

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