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Messages - Utroll

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136
Work in Progress/Tests / Re: romullus's wips
« on: 2014-02-11, 17:12:42 »
Cellular Round Variations
Worley Voronoi F1, Euclidean Distance Metric w. Solid
and Worley Voronoi F2-F1 Solid Fill, Manhattan and Chebychev Distance Metrics
http://www.neilblevins.com/cg_education/procedural_noise/procedural_noise.html

With two layers and distortion.... you'll be good to go I guess

137
[Max] General Discussion / Re: True GI: Corona vs V-Ray 3.0
« on: 2014-02-07, 09:27:19 »
My guess is that Vray manage a lot more situations (sss, etc) may be that makes the whole algorithm tracing more heavy. Although as scene is identical it should at the end not being so behind... shaaame !
Second point is that Vray comes from ages, and faking was mandatory according to processors performances at that time (who would have used Maxwell in 2005 for instance ahah) , and may be the whole software is now based on outdated design ? Rewritting in depth is may be needed, but actually I thought they did.

I know that little aperture is a good way to test a tracing engine but how would it be by using portals in both render with your scene ?

138
Just for reflection I would light with HDRI and plug override reflection in corosettings.

If you mean adding a sun plus or less in the position of the hdri sun to add some hard shadows, I think you can achieve that too but in the very sensitive parameters world of corona : tricky :) I could achieve that with an hdri having a global multiplier of 20 and a sun having it's power at 0,2.. it seems that the important thing about is in the corona sun tab : separate sampling (below the choice of sun color input, by sky, or direct temp. choice,..)

The sensivity of corona + the exposure/highight compression makes it not so easy to figure at first but if you start by lightning only with hdri, exposure at 0 and highlight comp. at 1, you can tweak the multiplier of your hdri till you get correct result, may be a bit underexpose and then you can start 'adding' the sun, start from 0,05 even, and going up...

I'm very willing to ear about this separate sampling parameter, I think it's usefull when corona sun is not used with corona sky map.. but someone might explain more may be ?

Now don't expect purist too welcome that way, it is FAKE to add a sun to a sun. Some might say that a correctly exposed hdri already contains a sun.. you can 'paint' with photoshop a pure bright spot on your hdr to force shadows directionnality.
(a bit like http://www.cgtechniques.com/tutorials/synthhdr.php you might find clearer sources about)

139
[Max] Resolved Bugs / Re: memory handling
« on: 2014-02-02, 04:10:46 »
Never had that window's message but crashes a bunch, actually I've noticed I cannot render a scene at 4000px, it leads to a crash at the end of the initial pass plus or less. Which is bad luck as it was for a project I have to give HD on monday -_-

140
it does NOT carry weight, it carries color only.
If you mean by weight the quantity of effect.

+1 for the request, it does not behave very nicely for now in the current way.

141
Gallery / Re: test shot
« on: 2014-02-02, 02:00:10 »
nice compo !
Pretty sure you like it :)

142
Gallery / Re: oxnatun's gallery
« on: 2014-02-02, 01:58:40 »
pretty crazy last one :)
Nice, always for short noisy deadlines but somehow it doesn't disturbed me that much.
Keep it up. By the way ? Are you designing yourself scenes ? Like the last one :D

143
[Max] I need help! / Re: Translucency
« on: 2014-01-29, 12:22:53 »
Translucency is working correctly, we just need fraction value to be mappable.

Ok.. I see.
Thought it works like reflection where you don't need one map for the quantity and another one for the color. Using reflection 1 with black color doesn't give a 'black' reflection. As intended to 'add' something I thought the translucency works on a same logic.

144
[Max] I need help! / Re: Translucency
« on: 2014-01-29, 11:48:43 »
As I understand it translucency report the amount of light on a side to the opposite, that's the purpose of it right ? Being light sensitive.

 Where I cannot get it is why a black value should be passed to it ? To answer to your question Maru I would say by having a black DIFFUSE in first place, I cannot figure out any material which is bright in first place and become darker from light hitting it. But may be I do not figure properly the use of it. For me the color makes sense but the luminosity of the map determins the amount of the effect.

I'm trying to achieve the effect below but even a with an alpha I could not achieve it (or I forgot some ticks somewhere in bitmap node)

145
[Max] I need help! / Re: Translucency
« on: 2014-01-29, 10:36:51 »
I understood that, but it is not bad option neither as it's probably cpu friendly. Just cannot understand that behaviour not to interpret black value as no translucency, would be convenient to affect a material in just some part.
Vray SSS or double sided material are coexisting.

But if that parameter is to be deprecated then of course...
Thanks for your answer though

146
[Max] I need help! / Translucency
« on: 2014-01-28, 21:41:55 »
I'm a bit surprised as I thought that a black value in translucency slot means no translucency and while checking it appeared false.
Or is there something I'm missing ?

147
[Max] Resolved Feature Requests / Re: Scattering by mask
« on: 2014-01-28, 15:05:15 »
I agree about density, it avoid to spread grass on the whole planet, eventually size for same reason, avoid self collision may be nice too...  but further options..I guess if Corona is multiscatter compatible it won't provide soon a similar tool. Very welcome to prove else though :) And if the commercial version is packed with such weapons aside it would make it pretty sexy !! (and a CoroGrasshopper too uh uh uh)

148
6. I use the VFB + plugin (http://www.scriptspot.com/3ds-max/scripts/vfb-a-feature-rich-extension-to-the-3dsmax-frame-buffer), wich adds the option to load image files to compare with a slider , and also a filmstrip where you can see and "rescue" a previous rendered image. I similar option for Corona will be really nice.

Thanks!

What Rawalanche means by "stick to it" is that VFB+ works flawlessly with corona too,
just switch vfb type to default instead of corona's built in 'customWxWidgets' and if you have vfb+ overriding the default max you're back to your uses.
Everything work, render pass switch, even stamping whatever render's parameters from Corona's core.


!!! The only thing I could see improved is the corona's settings 'post production' are not reflected when render is stopped : at render time changing the highlight compression would reflect in render view (Wx or VFB+), after pushing stop it's not working anymore in VFB+ while it stills alter the image in the WxWidget. That is probably not much informations to exchange between Corona's dev and VBF+ dev to make it fully integrated.

149
[Max] General Discussion / Re: CML
« on: 2014-01-27, 23:00:54 »
That's seems quite nice, a good in-between last two... funky UV though :)

Found that blog if one need inspiration http://seamless-pixels.blogspot.de/
It seems licence free, would be impolite not to mention him but that would not breach law.

150
[Max] General Discussion / Re: CML
« on: 2014-01-27, 20:14:04 »
good initiative, many models, but for now, for me the best model for the evaluation of materials is the jeff patton's model, in the same model there are flat and round surfaces with absorption scale and more effect and color checks..

Quite nice, some depth, flat, curve, but the ring around is may be not needed ? It makes it so retro SF :)
The base + hugger or simple sphere cut out grey ?

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