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Messages - dubcat

Pages: 1 ... 27 28 [29]
421
I have recreated the linear falloff map that Viscorbel is talking about HERE
Viscorbel has uploaded two OSL shaders that people can use in V-ray to correct the maps, but as far as I know, we can't use OSL in Corona.

I have uploaded a max 2013 scene with the custom falloff map and a Material Library.

Would be awesome if Corona got some kind of OSL support.

This is the OSL code that make linear falloff. Made by Wobi.
Code: [Select]
shader facing_ratio_linear (output color Col_Out = color(0.5))
{
float floatOut = acos (1.0 - (1 - (dot(normalize(N), normalize(I))* -1)))/(M_PI * 0.5);
    Col_Out = color(floatOut  , floatOut , floatOut );
}

Since we can't use the OSL, you have to plug the fixed falloff map into an Output map to adjust it.


Look into his eyes !


Enjoy.

422
General CG Discussion / Virtual ColorChecker
« on: 2015-03-30, 18:52:16 »
I tried to recreate my ColorChecker Passport today just for fun, to see if it would work.
If you haven't used one of these in real life before, eat3d has a very nice video about it here (Linear Workflow)

The main chart is using color values from the official manual, the other chart is using values from this document. The technical report document has some reflection % values as well, I don't really know where to use them, but I have tried to sync them with the Albedo RGB values. I'm not 100% sure about the glossiness values either, the color swatches are really rough on the real thing. I read somewhere that it's painted paper, so you can't stand in the rain with it.

Looks like imgur destroyed the images.

This was my first test


In my second test, I just used corona converter on a scene and pressed render. 16 passes


I went over to the couch and threw down the ColorChecker


Imported them into Lightroom. Linearized the settings, adjusted white balance and the main grayscale values in proof mode. You want to use the gray color to the right of white, under the green, on the upper chart for white balance. Or you can use the single white balance swatch.


Cross images


I have included a zip with a scene file (saved as max 2012) that has the 3 checkers, and a chart with the sRGB values if you want to play around with it. Shout out if you know where we can use the % reflection and what glossiness values this rough paper is using.

PS...
Someone is hiding bananas in the couch :0

423
General CG Discussion / Re: [Useful Scripts\Tools]
« on: 2015-03-30, 07:49:21 »
Cool Picker
Amazing color picker for 3dsmax, work with version R4 to 2015.
Download Link - http://www.maxplugins.de/max2015.php?search=CoolPick&all=on&sort=Author

* You can select between 0-255 / 0-100 / 0-1.0
* You can move all the sliders you are familiar with in Photoshop
* You can enter custom gamma and see how the colors look, or turn it off and see 1.0
* You can change the color selector to Triangle mode
* You can select mixer mode, where you paint and mix colors and sample them with middle mouse button.

Good stuff.

424
I converted a kitchen scene earlier, and some of the porcelain is using the "Additive (shellac) mode" in V-ray. The converter gave the materials values between 90-100 blend.

I changed the IOR to 100 in the black reflect material, and added a Falloff with Fresnel type to the blend material. Looks kinda the same.
I was just wondering if this is a feature that can be automated with the converter. Perhaps it is impossible for the converter to know which of the materials to adjust in the blend.

425
Thank you for the amazing script. I don't know if these are bugs or missing on purpose.

* I did a conversion on a scene earlier, and I noticed the translucency map was missing on the corona material.

* The translucency map got converted on the leaf material, but there was another problem. The material is using the same texture in Diffuse and Translucency. But the Bitmap that was connected to Translucency had other values in "RGB Level" in the Output tab. The converter removed the Translucency bitmap and connected the Diffuse bitmap instead. Maybe because they are using the same texture.

* The vray material is blending a Normalmap and a Bump, that was also missing. Is "Normal Bump" supported by CoronaNormal?

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