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Messages - maru

Pages: 1 ... 752 753 [754] 755 756 ... 850
11296
[Max] I need help! / Re: I need help with Glass material
« on: 2014-07-03, 21:49:03 »
You are not using the "Caustics (slow)" option, huh?

11297
Gallery / Re: interior shot A7
« on: 2014-07-02, 21:19:49 »
Sweet.
Can you elaborate on the lighting a bit ?

General question to who ever feels adequate of answering: is it better time and quality wise to render double the resolution and then downscale  or render the final resolution in one run ? eg. is it better to render 3840px and downscale to 1920px or render 1920px in the first place ?

Thanks guys!

You can also render with internal resolution set to 2 but I'm not sure if it's the same as downscaling. :)

11298
Gallery / Re: Bristol
« on: 2014-07-02, 18:39:00 »
These are some of the most photographic looking renders I've ever seen. What I like about them is that they look slightly underexposed, yet realistic. Usually you see bright/white interiors.

11299
News / Re: Illumination from Corona lights in viewport
« on: 2014-07-02, 13:59:51 »
Hey, it still looks like there are incorrect shadows from Corona sun. At least for me and one user from the facebook group.

11300
Gallery / Re: Test scene
« on: 2014-07-02, 13:55:15 »
There is another big problem with helicopter's rotor! :D

11301
Gallery / Re: Test scene
« on: 2014-07-02, 11:21:52 »
There IS motion blur. Just the camera is moving along with the car and the copter so the background is blurred...

11302
If the whole animation looks like the frame you attached, then why would it take so much time to render? This looks like an extremely simple scene.

Is this background a 3d environment or just a photo? If it's a photo, then you don't even need to render full frames, just the region with geometry and shadow/reflection. How about using the shadowcatcher material?

Also, I know it's not exactly an answer to your problem, but if you are struggling with time, why not use some other more biased renderer like mentalray or even scanline?

11303
Gallery / Re: Discovery
« on: 2014-07-01, 21:43:34 »
It's really good. I like the water. The boatman looks a bit like bigfoot with a really big ass (bigass?). And what he finds in there? Caustics - that's for sure! :)

11304
Work in Progress/Tests / Re: FIRST INTERIOR WHIT A7
« on: 2014-07-01, 14:14:12 »
-wood materials (floor, table) should have some reflectivity, maybe bump
-chairs should refract light, they are transparent here
-on the curtains use material with translucency instead of opacity
Generally, your materials need some more work, it's really simple to make good materials with Corona, just remember most thing in real life have some reflectivity, remember about realistic fresnel IOR and glossiness.

11305
Gallery / Re: My First Render with Corona
« on: 2014-07-01, 14:11:12 »
This looks extremely tasty and peaceful! Good post work!

11306
Gallery / Re: Corona Renderer A7 Sample Scene (My Render)
« on: 2014-07-01, 14:07:29 »
It's ok if it's supposed to be a photo taken right after nuclear explosion a few kilometres away.

11307
[Archive] Alpha Builds / Re: Alpha v7 released!
« on: 2014-06-30, 15:02:04 »
Quote
The results of the “The most wanted feature” poll clearly shows what you crave the most:  Multi-Layer Material, SSS, Adaptivity and Interactive rendering. So we will do our best to make that happen by the next release.
Why are my hands so shaky?

11308
I would try with:
-a good model (you need all the wrinkles to make it look good)
-anisotropic reflection (low glossiness and very high anisotropy values)
-some transparency (tick "thin (no refraction)" and use refraction level)

11309
[Max] I need help! / Re: Where i can download
« on: 2014-06-25, 21:31:11 »
Here comes your first problem. Corona is for 64-bit systems only.

11310
Ok, I like doing things my way so here is a really CRAZY way of making a glossy material that has "various glossy values at the same time". Remember, I am doing this purely for fun. :)

Here is my process of thoughts: real metal has some given "characteristic" of surface because of micro-bumps on it. Why not recreate this as close to reality as possible by adding micro-bump map? But adding micro-noise as a bump map caused a lot of noise that didn't want to go away and really crazy things when it's size was very small (below 0,0001) so I simplified this by using micro-noise in glossiness slot. I don't like using layered materials with different glossiness because.... well... it is just few mixed layers with different glossinesses....

Why would this work?

Procedural noise, by using "threshold" parameters is capable of producing:
-uniform noise
-noise with larger or smaller "flat" areas
-noise with larger or smaller "slope" areas
And it has two colour parameters that will serve as minimum and maximum allowed glossiness.

My extremely quick tests are in the attachments. As you can see a proper setup will produce sharp+glossy reflections + all the other possible glossinesses between them. I hope it is understandable. :)

It is also vital to disable texture filtering or things get bad.

Maybe it would be possible to create such texmap for Corona that would be capable of producing infinitely small noise? :)

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