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Messages - ylucic

Pages: 1 2 3 [4] 5
46
News / Re: Corona 1.0 is out!
« on: 2015-02-27, 14:57:44 »


gonna buy a license in the coming days...



FYI. i think i've spotted a bug in the VFB. Accidently put "0" zero on the contrast parameter, and turned to 99.0 ...there is no way to get it back to 1.0, neither with keyboard input nor scroller

47
Gallery / Re: Some objects
« on: 2015-02-25, 22:24:17 »
I dont know if "ugly"...but in the first picture it is at least strange in the mirror...it looks wired and blurry through out or constant in the reflection...is it in-camera dof? post-po? ...in the reflection the bottle should have the same amount of bokeh of the bottle in front ...

pleasant colors in the images btw :)

48
Gallery / Re: Office in Riga
« on: 2015-02-20, 16:58:53 »
i really like the film emulation effect...

49
in real photography its not strange that the shape of bokeh rotates...find some videos in youtube and you'll see ....



http://luminous-landscape.com/bokeh-2/<--- source

but its quite impressive that corona can render that...don't the rays are shot from the camera in straight paths???

and talking about bokeh...a non-ideal Gaussian blur bokeh could add realism to a render??  ...see fig1.2 and 3 from ken rockwell's blog about the subject

http://www.kenrockwell.com/tech/bokeh.htm

I have lots of lenses, most of them old manual lenses, like the 58mm f.2 m42 mount from zenit ....it gives a "swirly bokeh"...and that's why it famous ..




50
Gallery / Re: Corona Kitchen
« on: 2015-02-16, 20:45:59 »
amazing recreation!..

and about the wood planks, they are not really "wood", those are made from MDF, painted to simulate oak, stamped and lacquered. So probably there are no rough edges anywhere

51
Gallery / Re: Rest room
« on: 2015-02-16, 20:25:00 »
try to match both vanishing points, they are way off ...xd

and if the view of the room is important, try to "frame it" with the cieling. A square image ratio would be nice, with floor, pillars and cieling. :D

52
Gallery / Re: BMW X5 Forest
« on: 2015-02-11, 17:05:06 »
had to replay it a bunch of times because it was only 12 sec :c


53
Work in Progress/Tests / Tests for Fun
« on: 2014-10-30, 18:45:34 »
Hi there.
I've been using Corona for a while now. Mainly converting at work some interior and exterior scenes from vray to see if we can accomodate Corona to our workflow (I'm all for it. I just have to convince a couple of people :)). I do this with a co-worker so it's a fun procedure to go through.

With some spare time after lunch I usually start a scene from scratch and load some models I see on internet. So I have a bunch of renders. Gonna upload some of them here to share and start talking about anything :)


This ones are from yesterday. I've download the Lucy Angel Statue from http://www.cgtrader.com/free-3d-models/character-people/fantasy/lucy-a-christian-angel-statue  you can get the original scan from Standford Repository of course http://graphics.stanford.edu/data/3Dscanrep/

So..Just a hdri probe (Uffizi) and the ground has the same size of the uffizi (check wikipedia), PT+PT, default values.

And started to play with the model ...

Even though I make a lot of test I always try to make a aestheticly pleasent image. }

Cheers!


54
Work in Progress/Tests / Re: Rawalanche's tests
« on: 2014-10-29, 17:09:25 »
damn :O

even the vegetation on the slopes are from forest pack??

55
http://gifmaker.cc/PlayGIFAnimation.php?folder=2014102900DxgmONV2whOGSZTqZPfuQq&file=output_XZszDi.gif
GIF animation :D

why did you compensate exposure?? to get the "same" white? ...i'm looking at the material editor preview and there it looks more coherent the low diffuse value for white representing a greyish color

and made some comparisons with the brdf app .. with 0.9 on all rgb channels, for blinn_phong and ward, same ior for fresnel (1.5 app) and played with the roughness in specular... ..they look similar to the ones in the material editor of Corona

and I think the "Walter" analytical model is the one for GGX (Bruce Walter maybe?)

56
you are welcome ...and btw, this website has some nomenclature explained and show how "slices"  have to be read ..  http://wiki.nuaj.net/index.php?title=BRDF 

had to find that link in my old bookmarks


it would be nice to see an implementation for slices in Corona (or any other renderer for that matter) in the material editor :D

57
have you seen this Juraj?  http://patapom.com/topics/WebGL/BRDF/

it does the same as brdf explorer, but gives you control over lightning and materials. And shows you albedo values too ...It's a great webapp to play with. :) 

The albedo values there, when you load "white-paint" are about 0.75 (as a mean value, they do give you a value for each rgb channel), so I've been using this to try to imitate materials in Corona. The Diffuse Rho values are also very handy because they get red when it's over the value 1.


58
Gallery / Re: My Renders in Corona
« on: 2014-10-23, 15:39:47 »
i think the grass looks good with that variation in the hill either intended or not ..i suppose the house it's not in the middle of a golf course, so it's not a green carpet

but near the center-left there are grass patches that are horizontal xd


is there any post on the exterior images hcpiter??

:)

59
Gallery / Re: Living Room
« on: 2014-10-22, 18:58:46 »
using translucency will depend on the type of textile and mostly the shape will be a criteria to use translucency. For couches I don't think its useful because you dont need the light to pass trough the couch, you should play with fallofs or fresnel index if you dont mind not going phisicaly accurate.

I usually do a falloff material with the same texture on both channels, but one of them a little bit darker, then play with the IOR of the mix (there are tables of reflectance and fresnel values of fabric materials online), most of the time that will do. But you can keep adding a mix material or a composite with softlight blending and use a procedural map for randomness (smoke can work well)


image source "Everything has FresnelDecember 5, 2010" http://filmicgames.com/archives/557

for aesthetics reasons sometimes making your own falloff curve will work because when adding a bump (and tiny like 1 or 2mm) to a textile the real fresnel value will not show those little "bumps" so you should make the curve a little bit steep at the end.

most fabrics are lambertian right?? (real question xd) and they have a really low specular value, so maybe in corona it's better to "fake" them only with diffuse+fallofs and zero reflection or other stuff.

and about the images, I really like the lightning ...only small stuff I notice (as well as others) couch and chair not touching the floor, no railing in curtains (would be nice to see some metal there) and the chromatic aberration in the backgroud photo, there's a purple fringe there that's look really annoying xd ..

cheers!

60
Gallery / Re: Forest & Ocean
« on: 2014-10-18, 01:26:08 »


Maybe not the best thing to write on forum but Corona doesn't give me much nicer images under most conditions, I can get almost identical look in Corona and Vray. My work is still my work...it's not work of Corona.
I would be lying if I say I don't get slightly upset when few (or lot...) folks write stuff like "Wow, Corona power". Like,...huh ?

I get you perfectly..it happens to us when testing for exteriors... we havent made any exterior renders that look good or at least as good as we can produce using vray..YET ...
And its true that the experience we users have with corona are very different. In our case the scenes we've tested look very very (very) good in corona when compared to vray. We can see it in the way shadows behave and in complex materials. But far more important is because of the fact that we are seeing better images overall in lightning with a LOT of less tweeking (fake fill lights, tedious color mapping, horrendous splotches, endless spinners editing, etc) and that's a Wow factor for us because it makes this job fun. It's like when I have to use Grasshopper for Rhino, it makes your life easier, its fun and the community online it awesome :)

and a little question about your workflow if you dont mind :) ...are you converting materials with the scripts o doing materials from scratch? maybe a silly question, but we've been spending a lot time correcting material albedos so the models can work in different light conditions ....


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