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Topics - Flavius

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16
General CG Discussion / Large scale terrain texturing
« on: 2016-11-22, 21:29:47 »
Hi all,

I'm trying to create some islands (Mediterranean bay to be exact). I've generated the terrain in world machine, but I can't get good tetures out of it. The best I could do is what you see in the attached images. Any ideas how to proceed? That square is (with water) is 4.6 km x 4.6 km. I have some good cliffs textures, but they are all about 2m x 2m, so the repetition is simply insane. Trying to break them up with noise map didn't get me anywhere :(.  Most of the ground will be covered with bushes and trees, but some small parts of the land will be clear, and of course the cliffs, which are my biggest concern.

How would you guys proceed?

Thanks in advance!

17
Work in Progress/Tests / Ferrari 458
« on: 2016-09-22, 19:35:54 »
Hi there everyone!

So I have a little bit of free time, and I'm trying to render a car that I very much like, but I want to avoid the classic studio render. This is what I have so far.

I will add some light inside, from the dashboard, so there is something happening inside. I'm not sure what to add in the background, I'm thinking to add some high powered lights (?)

And I want to add some sort of mist/fog/smoke. I've tried to use corona volumetric material, on some blobmesh, and other kind of geometry but I'm not getting good results (Maybe I'm missing something) Any ideeas, or a start point for me to investigate?

Thank you!

18
[Max] I need help! / Displacement edge fallof
« on: 2016-09-06, 08:47:57 »
Hi all,

I'm experiencing some issues with the displacement. Something happens on the edges of the camera FOV basically. Attached you can see the problem. I'm using the latest daily build, and the displacement map is a vector map : PhoenixFDOceanTex -> Vector Displacement (Max's map) which is set to world. Any ideea why this happens? I haven't reverted back to 1.4, because the 1.5 built seems to be much faster while calculating displacement so I don't know if it is a general problem, or a daily build one.

Thanks!

19
[Max] I need help! / Color absorbtion- object thickness
« on: 2016-08-01, 01:29:56 »
Hi all,

I'm trying to make an endless ocean, i got the displacement map but I am using it on a plane (using the render multiplier option) so I cannot create "thickness" to it, there is no depth in the object so of course the absorbtion parameter is not working . Is there anyway to trick Corona into thinking that the plane would be infinite in depth (height) ?

Thanks!

20
Hi team,

I get a lot of files (CAD mainly) from the clients, (interiors) that have a lot of holes, and small openings in the geometry. For example, holes where the spotlight are, or small opening through the wall panels, or really small gaps between the ceiling and the wallts etc. As Maru explained to me, these kind of, messy geometry increase the noise a lot.
The thing is, I put portals on the main openings, like windows and open doors, but I still have the problem with the gaps, so I need to create extra geometry, sort of light blockers and sometimes it can be really time consuming.

EDIT: For example now I have a huge space (a ship) with a couple spiral staircases that lead outside, both top and bottom , dozens of really small gaps between panels and so on, and I get huge amounts of noise from the env light.

Wouldn't be an ideea to have an option to tell corona ONLY to sample light which comes from/intersect the portal and ignore the rest? So, no portal, no ENV. light at all.

What do you guys think?

Thank you!

21
Hi there guys,

I'm running into a little problem here, I have a displacement map, quite fine, for leather. (The object has no direct illumination on it, so normal map isn't working). and the calculation takes ages to finish. My problem is that, it seems like it is either single threaded or it is in bursts, please see the attached windows task manager file. CPU is at 5-8% then jumps to about 60-80% then drops again. Inded I have changed the displacement screen size from 2.0 to 1.5

Thanking you in advance,

22
[Max] I need help! / CoronaLayered-Refraction_Problem
« on: 2016-04-19, 23:21:36 »
Hi guys,

I think there is a bug here, or maybe I am doing something wrong. I want to make a Edison light bulb, and I want to add some fingerprints and scratches. The problem is, when I put a second material in the CoronaLayeredMaterial, the refraction IOR changes. I've attached two images.

First image is just a corona material, refraction looks to be correctly calculated.

Second image, same corona material but now a second material is added with a black and white mask. Even if I take out the mask, the same problem, the refraction is not ok anymore. Any ideas? Is this a bug?

I have tried with a standard blend material, same issue. As soon as I set the mix amount to whatever value but different than zero, the refraction completely changes.

The glass has a shell modifier on it with a very small value.

Thank you in advance,

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