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Messages - mantaskava

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76
Okay, couple more then-

1. You can see some noticeable color bleeding (red color) on white cabinets of the kitchen. Should I use ray switch material to get rid of that? In this case I also feel like there shouldn't so much color bleed in reality, but I might be wrong.
2. I wonder if there is some kind of trick to make reflective plane do it's "reflecting light" job but only that? So it is not visible or blocking light behind itself. Or is this trick only viable when placing the plane directly behind the camera?
3. I'm interested if you are using Environment overrides when using corona's sky to get more varied/interesting reflections or just leave it as it is?
4. If I use custom LUTs in corona VFB, should I use linear version or sRGB one?

Sorry for harassing you but there's so much questions in my head :)) I can't stop myself lol.

77
I would say it looks ok. I wouldn't even call that matte but rather 'satin'. And 0.5 roughness is far from matte :- ). My matte paint is in 0.2-0.3 range.

Hey, Juraj! Big fan of your work here :)
What's your usual roughness value for walls/ceilings and fabrics then? or MDF for example?

Another question- how would you tackle situation like this (image attached) ?
For testing purposes pretty much all the materials are set to 0.5 refl. roughness there.
Without clipping the whites on the wall I cannot increase EV more than 2.1
LUT applied is just to add some contrast.
Lighting is Corona Sky + Sun at 0.02 intensity.
Darkest blacks at sRGB 50, Brightest whites at sRGB 218

And well it all comes down to a pretty shitty image, or too dark overall. Is there any chances to make it brighter without using any artificial lights let's say? Because I always feel like artificial lights makes my renders look flat.

Oh and shadows in the kitchen area just look really harsh and sharp. Don't like those too.

78
For some time now I had a feeling that some of the reflections looked too strong looking at an angle.
You can see in my example attached there is two materials (black is sRGB 50 and white is sRGB 218. Both set at reflection level 1 / reflection color 255 / Refl.Rough. 0.5 / PBR mode on.
Now looking straight at a black cube it looks totally matte, yet it still reflects so much of the white on the side. It just doesn't feel right to me. IMO such a matte looking material shouldn't reflect that much.
Am I missing something here?

Also, do you guys all use PBR mode now and don't touch reflection level and reflection color settings at all?

Thanks!

79
[C4D] General Discussion / Re: Bump mapping looking weird
« on: 2017-10-11, 20:23:39 »
Yep it looks like it was normal tag's fault.
Thank you Dennis!
Tho I want to ask you couple more questions:
When and why should I use Corona's "Bitmap" shader and Corona's "Output" shader?

80
[C4D] General Discussion / Bump mapping looking weird
« on: 2017-10-09, 18:52:05 »
Hey guys!

Trying out corona for the first time and I ran into this issue (image attached) with bump mapping.
I imagine I should get this kind of look if it was set to UVW mapping and UV maps were wrong (although mapping is set to cubic).

So what is the problem here?

Thanks.

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