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Messages - Avan

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31
[Max] I need help! / Re: Roughness maps
« on: 2016-04-19, 21:09:01 »
Is there any differences between map inside material or corona dispacement mod modifier? (speed, use scenarios)

32
[Max] I need help! / Re: Roughness maps
« on: 2016-04-14, 12:25:21 »
Guys, i am really impressed depth of your knowledge. Thank you very much. With the last IOR lut fix material is looking perfectly.

33
[Max] I need help! / Re: Roughness maps
« on: 2016-04-13, 17:04:48 »
Thanks again Dubcat ! Is there any curve tweak at your "output/ggx fix" map?

34
[Max] I need help! / Re: Roughness maps
« on: 2016-04-13, 11:43:05 »
This all look messy) If you will be able to explain how to use  this maps in a right way i'll be very thankful you. Bumps, normals and depth (displacement) working perfect. Only misunderstanding with correct IOR settings.

35
[Max] I need help! / Re: Roughness maps
« on: 2016-04-13, 09:41:59 »
Thank you dubcat ! I've seen all of your articles at our forum already :) Great explanation. Simply i did not know all features of that type materials and corona restrictions for it.
I would like know all of this features in near future :) It is rather interesting for me and my work.

36
[Max] I need help! / Roughness maps
« on: 2016-04-13, 00:03:29 »
Hello! I use a pack of textures for recreating some ground effects like this. (http://real-displacement-textures.com/info.html) But i do not know where i should put Roughness map and what can i do with IOR value. Could anyone give me the advice? I've read some information about PBR materials but it is kinda hard for me to understand all about it. I want to see the right result on material and not to use many hardware power for calculating. Texture pack hasn't got any IOR maps for converting like this way (http://polycount.com/discussion/155524/pbr-basecolor-metallic-to-vray-3-2-corona-redshift-arnold-converter). Must i choose IOR from my previous experience or use special technics for such textures pack (ground recreate)?


37
Gallery / Re: AF Cars
« on: 2015-09-10, 08:50:59 »
There is great material digitalization on that camera. My congratulations, it looks cool!

38
I am using daily build (7 august) now and all works fine for me. Also was updated vrayhdri (3.20.03)

40
[Max] General Discussion / Re: VrayHDRI
« on: 2015-08-09, 22:01:35 »
Can somebody help me? I want to use cylindrical panorama (on corona light) with hdri lighting together, but i cannot exclude panorama object from hdri lighting... That is normal i think :). But how i can do this another way?

41
Guys, i think something wrong with vray hdri map, because if i choose new - old doesnt reload in the slot. It is first notice. Second that the changing of inverse gamma value on older corona version makes image crappy and bad... i use 2016 max with 3.03 vray. And do not know what i can do with this :(

Two screenshots here

first - non reloading
second - ghost after turning inverse gamma down and up

on the new version of corona i take only crash

may be vrayhdri reason.... :(


Update. May be i doing something wrong. Now all right with "ghost" image in interactive window.

third - all right with interactive

42
3d max 2016 crashes when i change inverse gamma settings in VrayHDRI from 1,0 to another value. It happens on different hdri maps. Both interactive and standart mode have this. Previous Corona version works fine..

43
News / Re: Corona Renderer 1.2 released!
« on: 2015-07-31, 22:18:02 »
3d max 2016 crashes when i change inverse gamma settings in VrayHDRI from 1,0 to another value. It happens on different hdri maps. Both interactive and standart mode have this. Previous Corona version works fine..

44
[Max] Resolved Bugs / Non-smoothed "ghost"
« on: 2015-06-16, 18:48:16 »
I found some little bug. If modifiers non minimized (i use turbosmooth pro here) you can see something like areol around model (non-smoothed "ghost"). I use 1.00.02. Background - corona shadow catcher map in diffuse with composing settings inside.


 

45
Gallery / Re: Avan`s gallery
« on: 2015-02-26, 06:56:13 »
Two more images from last work. With postproduction of course.

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