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Messages - Nate101

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1
Gallery / Re: The Vanguard M.H.C.06
« on: 2021-05-17, 18:17:19 »
Incredible work as always, the WIP of the tire you posted on behance blew my mind.

2
Hey all, just wanted to bump this to the top again and see if anyone can help.  Really just want to understand the formula that drives the colorCorrect brightness adjustments.

Appreciate the help.

3
I've been working with the colorCorrect tool and am trying to understand the math going on when I adjust hue, saturation and brightness.  For example, I have a purple input color:

CoronaColor HSV = (190, 255, 84)

And I want use colorCorrect to increase the brightness by 0.5.  Is there a formula to calculate the resulting output color in HSV (a brighter purple)?

Appreciate the help.

4
interesting looks like a curve difference, what's the end goal?

Ultimately I need to reproduce the Corona falloff in the beauty pass (without using render elements), but for testing purposes I find it easier to just plug into CTexmap.  Surprised there isn't a "CoronaFalloff" map in the same way there is a CoronaColor, CoronaBitmap, etc.

5
I have a standard CoronaMTL with reflection level set to 1.0 and the Fresnel IOR set to the default 1.52.  I applied it to a sphere and rendered with no lights or reflections in the scene.  This is what the CShading_RawComponent--Reflection element looks like.

I'm trying to recreate the RawComponent output above in a separate CTexmap element but can't get a perfect match.  When I create a generic fresnel falloff map with 1.52 IOR and plug into CTexmap I get a notably different output in the VFB (see below).

Am I doing something wrong here or are max's built-in fresnel curve and corona's internal fresnel curve different from one another?  I dug up this thread from a few years ago that seems to indicate they are indeed different.  If so, is there a way to get the Corona curve into a CTexmap element?

https://forum.corona-renderer.com/index.php?topic=8214.0

6
[Max] Feature Requests / Re: The most wanted feature?
« on: 2019-11-12, 18:07:18 »
Hey guys, really love the product and appreciate you being so open to input from the community.  This is one I've been waiting for several years for and would be tremendously helpful as I try to build my business (and keep Corona as the primary render engine). 

Refraction/Reflection working with masking render elements

Understand you get a million requests for all sorts of features and have to prioritize, but curious if this feature is one you envision integrating in the near future?  If not, is there any way to fake this using the current set of tools available?

Keep up the great work.

7
Coming up against this limitation of Corona right now, albeit with reflections instead of refractions.  This is really a killer for me given the way I'm using Corona.  I know this has been asked for for years, any chance we'll see this implemented soon?  I'm trying to figure out workarounds so I don't have to switch to Vray.

8
Ah yes, I guess that should have been obvious, I was making it more complicated than I needed to.

Would love to know if devs have any insight, would really be a game changer for me if I could render these out separately.

9
Thanks Romullus.  The self reflection was an issue I noticed as well.  How did you output the falloff mask?

10
Hi all,

As the subject implies, I am trying to deconstruct a CoronaLayeredMtl and reassemble it in post-production (using Photoshop):

- The material I'm working with is a carpaint, it consists of a base coat and a clear coat
- The base coat and the clear coat are each layers in a CoronaLayeredMtl I created
- The mask that "mixes" the two layers is a falloff (fresnel)
- I'm using 32-bit uncompressed EXR's for all renders

My question is whether it is possible to render the base coat and clear coat separately and then combine them in post?  If so:

- How do I output the fresnel falloff in 3ds Max to an exr that can be used as a mask between the layers in Photoshop
- What would be the proper "blending mode" to use in Photoshop?  Normal, linear dodge or something else?

Appreciate the help.

Nate

11
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2019-02-08, 20:05:47 »
Nothing to add to discussion but wanted to say thanks to dubcat for creating the site and for all the incredible information in this thread.  90% goes over my head but fascinating read nonetheless.

PS, dubcat I tried to PM you but said message blocked?

12
Gallery / Re: The New York Times Building. Full 3d.
« on: 2018-09-05, 18:04:15 »
Spent a lot of timing working in that building, your shot from the upper floors looking down the side of the building really brought back memories.  It is an amazing building and you did an incredible job recreating it.

13
Gallery / Re: Olive Tree
« on: 2017-07-13, 16:45:41 »
Great stuff.  Curious what your source was for the rocks under the cactus?  They really look great.

14

inputFloat = input8Bit/255.f
outputFloat = pow(inputFloat, 1/2.2f) or pow(inputFloat, 2.2f) (depends on direction)
output8Bit = uint8(outputFloat * 255.f)

Thanks Ondra!

15
You need to use Corona Color Picker =)

You're right I should, but not sure it would get me any closer to answering my original question?  I'm doing the color conversion outside 3ds Max, and trying to mimic what Corona is doing in the example I provided.

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