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Messages - Naxos

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166
[Max] Feature Requests / Re: Transparent pixel rendering...
« on: 2017-04-29, 11:20:56 »
i'll give a try, thank you

167
[Max] Feature Requests / Re: Transparent pixel rendering...
« on: 2017-04-28, 17:56:03 »
Did you visit the configurator i've made ?
This is quite easy to create : DIVs on top of each others, with PNG rgba in them...
So it is meant to be shown with Chrome, IE, Edge, Safari, Firefox etc...

None of those softwares are managing pre or unpremultiplied alphas, just they put the PNG as it is written on HDD...

Also, for this project, i've rendered more than 150 000 PNG files, it has to be strait out-of-the-renderBox, far too many files to be post-processed to manage alpha premultiplication...

I'll give a look at the link you've gave us (thank you for that), but i'm affraid that this will not change for my specific problem...

168
[Max] Feature Requests / Re: Transparent pixel rendering...
« on: 2017-04-26, 17:14:21 »
Good to know : i'll give a test rendering in TGA without premult, then open in photoshop to save PNG with real transparent background...

Many thanks.

169
[Max] Feature Requests / Re: Transparent pixel rendering...
« on: 2017-04-26, 13:06:10 »
problem is that i manage several png layers, containing from dark to light objects...

That is why the Photoshop-like transparent background is needed, i can't use any arbitrary background except a 128grey as a medium-range one...

170
The topic stills needed : alpha to be ignored, so not "always black", nor "always white"...
something like "alpha ignored"...

171
In my last large project (billards configurator), i had to render out more than 150 000 png files... so all was set as a large animation for a specific model...
Animating the ObjectID is not easy, animating a material ID modifyer is simple... this is the reason why.

172
[Max] Feature Requests / Re: Transparent pixel rendering...
« on: 2017-04-25, 17:39:44 »
Very interesting tuto, thanks...

But it is not really what i need, since i don't grade anything, just i'd like to get rid of contour right outside the box after render...

Here is a test within a black background, and we still see dark contour, no grade, no change : just render and apply onto back picture...

3dsmax / Corona premultiply the alpha with PNG output, but i can't find the "Straighten alpha" the tuto is talking about...




173
"always black" = -1

i gotta say after using Corona for a while i still think V-ray had this set up better
object properties were a lot easier to set up for proper alpha than materials

Setting this within a material can help in some cases : you can have 2 materials with different settings put into a multi-sub material, and animate a material modifyer... i use that all the time...

174
[Max] Feature Requests / Transparent pixel rendering...
« on: 2017-04-24, 18:45:06 »
Hello there,

As some may know i'm a lot involved in "configurators" projects, where i render a lot of PNG rgba files to let the final user choose colors for a product
http://configurateur.billard-toulet.com/

As you may have noticed, in some color cases, dark on dark, or light on light, for ex. we get an awfull contour, due to the arbitrary 128grey choice for the background (best fit for all-case solution)...
Let me show you some quick tests :

dark on dark effect - 128grey background


light on light effect - 128grey background

What would be great is to be able to "render" transparent pixels... Sort of premultiplied alpha, but not during the saving picture process (it already exists when PNG is used for ex.),
but the Photoshop-way :


Screenshot of the photoshop "draw - onto - transparent pixels"...


... and pasted onto my background picture...

Now let's speak about coding this one : i'm not a coder guy, but my logical think about it would be :
I'm the CPU, i'm rendering the picture... For that pixel being rendering, what's about alpha : is it black or is it white ? (or grey)...
If the alpha is white, ok then i go on rendering it...
If the alpha is 100% black, ok i ignore it and set this pixel to transparent... Really transparent, not letting the 3D background / direct visibility override color...
If the alpha is somewhere in between, ok i write the premultiplied alpha value onto it, again not on the background / direct visibility color, but on transparent way...
Just like Photoshop does when we draw on empty layer...

That would prevent contour, and more than that, that would maybe speed up the rendering of the scene, because black-alpha-ed pixels would be ignored...

What do you think of that ? Is it possible ?

175
The only problem I see with "visible in masks" option is that if there is an object behind it visible to alpha, the option doesn't override it. What I mean is that would be great if we could have a way to remove it from alpha channel even if there is another objecto on the background covering it.

I guess this is the "always black" option, isn't it ?

176
Exactly, many thanks...

Last need with alpha is to get alpha in reflexions / refractions (request alreay posted somewhere)...

Regards

177
Hello there,

Corona has alpha forced to black, or forced to white, but how can we set alpha ignored for an object ?

I mean, sometimes we need an object to be alpha-seen regardless of the alpha of another object.
For that Vray has alpha going from -1 to 1 :
-1 : forced black
0 : ignored
1 forced to white

Regards

178
Gallery / Re: Billards tables
« on: 2017-03-08, 17:12:56 »
Very nice! We've made something similar some years ago with a kitchen configurator and ended up with "only" 120.000 images ;)

Haha, cute ;-)

179
Work in Progress/Tests / Re: trying to build up a scene
« on: 2017-03-08, 16:37:23 »
Very nice shaders work !!!

180
Cool :)
I understand your need of Colimo-style things now !

Here is my last project : imagine using a Colimo-like tool to tell : "hey computer, here is the folder with all my textures, please render all the pictures for me, please !"...

http://configurateur.billard-toulet.com/

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