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Messages - Alex Abarca

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406
[Max] General Discussion / Re: CML - The final model.
« on: 2014-02-17, 10:22:22 »
Totally rad

407
Gallery / Re: foliage
« on: 2014-02-17, 09:38:57 »
Can I see your slate view on how the leave material was achieved? I was referred by keymaster to look at the home page regarding tree/leave translucency.

Thanks in advance.

408
When changing lighting conditions...Let's say from HDRI or sun. You might need to modify your your diffuse color settings based on lit environment. It would be killer if i can adjust all my diffuse channels by certain percentages to compensate for lighting conditions.

Perhaps change Reflection, Refract, AO params as well.

409
[Max] General Discussion / Tree Scatter
« on: 2014-02-17, 06:07:50 »
Im currently working on landscape stuff and diving in corona (am still learning). Anyhow can someone pull this off in CR?


By the way am not promoting VRAY, but i think this is a must-have for CR, if you wanna play with the big boys.

410
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-17, 01:42:32 »
I think it's a mistake to tweak such materials in HDR lighting and/or taking closeup renders. Most of the time, at least in archviz, vegetation is going to be in the background and as such should look convincing when scattered across a wide area and should work with the most simple lighting.

Threads on this subject usually have a trend of showing off nice closeup shots of leaves lit with nice HDR lighting which IMO begs the question, are you actually tweaking a material or just showing off something that works in strictly controlled environment? Also it's extremely easy to get a material to look organic when you use an overcast lighting, but as soon as you introduce bright sunlight to the equation such materials oftentimes break down. My suggestion is to show how your material works in both overcast and sunlit conditions when doing these tests.

I agree with you, I think it also has alot to do with your HDRI exposure you decide to use. With some of them (that don't work) I do get out of whack colors. With the VIZpeople HDRI there is minimal differences in color varience. Color correction (map) is a key controller to have, because you can de-saturate as needed depending on the scene. But I totally agree with you, direct sun light is probably the best solution for making materials. The translucency will be the same in both scenarios, its just the color one has to watch out for. Here is a render from the tree without the HDRI.

Can anybody share their material composition for leaves/plants?...Thanks!

411
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-17, 01:34:16 »
I think leaves should have more "juicy" yellowish colour where the light is passing through. Some more reflectivity and a subtle bump map could also help. All these things are probably dependant on the kind of plant you are referring to. :) And yes, better geometry (for example leaves bending in some direction) would be nice.

Here are some examples:




Is corona capable of doing this?

412
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-15, 01:35:31 »
Well spotted, astudio ;) Looks like the texture is flipped.

True, I didnt notice. I have to look closer!


I tweaked your material a little bit. Obviously there's a room forimprovement even more, but for now it should do.
Scene is there: https://saugykla.teo.lt/Shares/Home.aspx?ShareID=9159e741-d8d5-4587-be4e-6fe6bf619ae6

That looks totally awsome Romullus! I am going to take a close look at your material slot.

Below are other tests that I been doing in regards to leaves and translucency. The bad thing is that I am testing with flat models (leaves), it would be nice to have concave leaves. But in these examples I managed to get just a tad of translucency and warmer colors where light seems to pass. Please feel free to crit. Oh and sorry for the bad renders, I have a slow machine, but I rendered regions in places that are of interest.

413
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-12, 20:30:19 »
I'll give it a try, thank you.

414
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-11, 06:48:13 »

415
[Max] General Discussion / Re: tree Translucency
« on: 2014-02-11, 06:12:21 »
Here is more info

416
[Max] General Discussion / tree Translucency
« on: 2014-02-11, 06:09:54 »
Anyone one have any ideas on how to make this look realistic. I used color correction in the translucency swatch I took the main bitmap and made orangey, then I instanced it in the refraction swatch.

417
Gallery / Re: The Stealth Barn
« on: 2014-02-10, 01:36:59 »
It's almost perfect, however I would just change the mapping on the window studs. I think those are the ones in question in regards to the stretching, if you fix that, its perfect.

418
Gallery / Re: first rendering
« on: 2014-02-09, 07:13:48 »
Not bad at all. I would just move the camera target just a bit downwards. You'll see less of the ceiling, but overall it will help your image. You can also make your image just a bit lighter either in post or by adjusting the exposure. Lower the view (horizon line outside of the window) and dont be scared in raising the brightness of the image, so there is a greater sense of a sun lit environment outside.

Also, I would recommend you to start HDRI based lighting, it will suit your scene well. Try the VIZpeople HDRI.

419
Its right here!

http://www.evermotion.org/files/tutorials_content/uploads/Corona_Settings_new.JPG

You see where it says POST PROCESS go to the area tab and play with exposure compensation value. You can move/slide these values up and down while its rendering.

420
[Max] I need help! / Re: car in the air
« on: 2014-02-07, 23:32:29 »
That's true...but the real question is finding the real ones. I hate it when i watch youtube tuts, and it misguides you.

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