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Messages - mrjojo

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1
Thank you guys.

2
Thanks a lot.
One more thing, I've applied a CoronaDisplacement and added a texture into it. However Im getting blurry displacement and it's not as detailed as it should be. Is there any way to bring out the details more clearly?

3
here's the rendered picture:

4
[Max] I need help! / [Skin Material] Not getting SSS effect
« on: 2018-05-27, 19:04:09 »
I cant figure out where the problem might be. Why am I not getting the SSS effect in areas like ears etc? and the skin shader looks really dull. Any advice guys?


5
Thanks guys.

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For vray there's a vrayOrnatrixMod that can be added on the top and its good to go. Do I need a modifier for Corona so the Ornatrix hair is rendered properly?

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[Max] I need help! / Re: Adjusting Falloff RGB curves
« on: 2015-03-10, 10:48:16 »
Big thank you everyone contributing and sharing their thoughts on this topic.

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[Max] I need help! / Re: Adjusting Falloff RGB curves
« on: 2015-03-09, 08:06:03 »
For color channels use different wavelength ( http://en.wikipedia.org/wiki/Color )
For example: average for Red use 0.67 µm ( http://en.wikipedia.org/wiki/Red )

Im a little bit confused here. Are you saying that I should adjust RGB curves only for colored metals ? or this applies for all metals? Could you be more specific? 

9
Well, Corona 1.0 has GGX, which makes using blended materials for as elementary things as plastic obsolete. The blending method was only to fake the tail falloff of more sophisticated BRDFs. There is no reason to do that thing with GGX. Actually, there was no reason to do that thing even with ashikhim-shirley BRDF corona used previously. There was reason to do that only with VrayMTL, because it used really, i mean really cheesy and terrible Blinn BRDF.

So doing these stunts will only rarely make your materials look better, but it will definitely make them render a lot slower ;)

Thanks man. Very informative.

10
[Max] I need help! / Re: Adjusting Falloff RGB curves
« on: 2015-03-08, 14:13:24 »
Im new to this whole using the RGB curves for adjusting the fresnel so Im most probably confused! Below I tried to recreate the curves for silver. So should I leave red and blue and only adjust the green curve? or just simply adjust the mono curve?


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[Max] I need help! / Re: Adjusting Falloff RGB curves
« on: 2015-03-08, 13:41:57 »
just graph the non-polarized(green curve)... use mono option ...just ignore the two curves...

But I have seen people adjusting all three curves to get good results, for Gold material for instance.

12
Someone correct me if I'm wrong, but we don't need multiblended IOR materials anymore now that we have CGX built into Corona 1.0?

Are you saying that by only entering the fresnel value we get realistic shaders? Cause I for one havent been getting anything decent.

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[Max] I need help! / Adjusting Falloff RGB curves
« on: 2015-03-08, 12:44:24 »
Ive been trying to use falloff map RGB curves instead of using the fresnel value for having a physically more accurate result. I extract the curves off Infractive Index website. However ive been having a hard time adjusting the curves and I end up with weird results due to not having the curves properly set. Ive attached the Iron below for an instance. Is there any way I can adjust these curves correctly?

14
I tried to recreate the plastic using multiple blended materials with different ref glossiness and falloff map used for reflections. What do you think of it? Any suggestions to make this better?


15
Firstly you need to change the IOR to 999 to deactivate it and allow the falloff curve to control IOR.
Secondly, in the GGX thread there are diagrams showing the nesting concept with multiple blend maps, however I will repost.
Although for Gold the concept is the same, you can also download the material off CML:

http://coronamaterials.com/

Thanks dude ive been looking for this like forever! one question tho, the IOR value in all the base,coat and gloss materials must be set to 999, right?

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