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Messages - alexyork

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631
[Max] Daily Builds / Re: New VFB features
« on: 2016-05-11, 10:30:19 »
Unless im misunderstanding what u said wrote. I use the physical cam and mod for different  scenarios. By disabling the exposure control in max this enables u to use the one in the corona vfb instead. Its one or the other as far as i understand. Why would you need both?

What we are doing is simply using a CoronaCameraMod with exposure and tone mapping overrides on. What this does is instantly disable the CoronaVFB's own exposure and tone mapping controls (since it's taking those values from the CamMod). What we want is a dynamic link between the VFB and the CamMod so the VFB takes the values from the CamMod and then you can still tweak them in the VFB, with the new values then updating in the CamMod when you finish/cancel the render. In this way you can still tweak these values with a live render going on, which is hugely helpful. Currently we're kind of forced to use the IR to handle this, but it's not an ideal situation. Hope that makes sense.

632
Thanks Maru, that does look correct to me too. Is that a tex map in there? And you're just changing the multi?

633
You might need some glow/glare for bright light source to appear warm. Otherwise it will look white (and cold) in every correctly exposed version, that is correct behaviour. It will show color directly on its surface only if it's dim.

It's really not even that bright at all. It's a back-lit LED panel and the brightness is just about right. I will try to post an example later so you guys can see what I mean.

634
Or do you mean the actual directly visible light source (and not the light thrown) ? I believe that one is almost always desaturated because of the Reinhard tonemapping. By the time the light-source it powerful enough to become visible, it's just burned into desaturated whiteness, which appears cold. I use RaySwitch material to overcome this, but filmic mapping makes it appear less drastically desaturated.

I think this is it - it's the direct visible texture map driven by CLightMaterial. It's not emitting any light.

635
Do you mean setting the kelvin temp for a bitmap? I think this should be possible with a composite map (probably best in color mode...?) but I agree that having the kelvin temp to work on bitmaps wouldn't be bad.

Will give that a try but yeh I think it should always just naturally take into account the WB of the camera, just like every other kind of material does. It currently seems very unphysical.

636
Here's one for you that might well have been asked before (quick search doesn't turn anything up):

I have a scene setup through, as always, CoronaCameraMod with the WB set appropriately. I then include a CoronaLightMaterial with a texture map on it - it's just a simple plane and the texmap is a simple black and white image. I set the multi to 2 and it looks bright as expected, but it looks really cold compared to the scene around it. Seems that it is not being taken into account by the WB value of the camera, so it remains completely monochromatic in the render where I would expect it to be warm like the rest of the scene.

I am guessing that any CLightMat behaves like this when you use a texture map, is this correct?

Can anything be done to "fix" this? The only work-around I can think of right now is to manually colour-correct the texmap so it looks warm, but this still won't solve the problem if you need to re-shoot the scene in a different WB.

Cheers,

637
When submitting the job to BB are you positive that you have BB timeouts disabled? This caught us out a few times in the past. It might be something as simple and annoying as that.

Where do you set this ?

When you submit the job, hit Advanced in the window that pops up where you choose the servers to use etc. In there you will see timeout options. Uncheck "Enable" and it should be fine.

638
When submitting the job to BB are you positive that you have BB timeouts disabled? This caught us out a few times in the past. It might be something as simple and annoying as that.

639
[Max] Daily Builds / Re: New VFB features
« on: 2016-05-10, 10:41:09 »

- Big one for us: A proper realtime link so even when you are using CoronaCameraMod on your camera, you can still control those settings in the VFB. Currently they all get greyed out when you do this. In other words, for the VFB to pick up all the current settings from the CCM and then pipe them back into the CCM as you change them.

If we think of more we'll edit this post.

Not sure how this works in 1.4 but in 1.3 - press 8, turn off exposure control. This should allow you to control in vfb again

I don't think this works when using a CoronaCameraMod when you are overriding exposure, which we need. But thanks for the suggestion.

640
Gallery / Re: House in the forest
« on: 2016-05-04, 22:27:16 »
Lovely work. Particularly like the softness and subtlety to the tones.

641
Brilliant! Thanks chaps :)

642
Yeh although I think that comes to the same thing (need to test...!)

643
Go converge 0, eye distance 0.063m, eye front offset 0. Offers best results in almost all cases we have found.

644
Gallery / Re: Primrose Hill - Animation & Stills
« on: 2016-04-26, 16:11:38 »
WOW, you did a impressive work here, congratulations!!
I'm so curious about the DOF, it was done in render or post production?
keep rocking guys!

Thank you. DOF was all in post, using Lenscare with zdepth pass.

Cheers,

645
[Max] I need help! / Re: Strange gradient in bump
« on: 2016-04-25, 23:44:56 »
This is our no.1 bug that needs squashing. It's a real issue on every single job we do.

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