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Topics - musashidan

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[Max] General Discussion / Combining Displacement maps
« on: 2019-03-07, 15:14:40 »
Is it possible to combine displacement maps? For example, a displacement map extracted from a Zbrush sculpt and a tiling microsurface map. Both maps are 32bit.EXRs.

In Arnold it can be done by normalising the range of the microsurface map to zero(to match the Zbrush map at zero) using a alRemapFloat node, and then layering the 2 maps with an alCombineFloat node set to Add.


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[Max] General Discussion / Displacement Vs Arnold
« on: 2019-02-18, 16:16:51 »
I'm just running some tests between Corona and Arnold regarding displacement quality and I have to say that in this particular test Arnold results are far superior.

Scenes are identical. Tess plane/texture maps/lighting. The Arnold results look so much more realistic. Corona seems flat with little contrast or microdetails. It seems washed out and blurry. Arnold has nice tonal contrast and details are sharp.

I'm running Corona 3, but I'm not seeing the Autobump feature that should be present. Isn't it supposed to be in V3?(I'm guessing it's hidden because it should always be on) Arnold has Autobump enabled. Corona pix is set to 1. I also 2x the strength of the Corona normal map which I shouldn't have to. Am I missing something here? The only thing I thought could be the issue is the way Corona shader handles IOR related to glossiness/roughness. I'm not a big fan of inverted the roughness map. I wish Corona would move over to the metal/rough shading model that every other renderer is using now.

Arnold


Corona

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[Max] Feature Requests / Bump Utility Combiner
« on: 2018-05-06, 07:24:49 »
I posted this a few years back on here and it got tagged as a duplicate and rolled into a request thread about a multi-layer shader. But, this is different. It could be an extra option in the multi-layer shader. This is from the old thread:

Hi, long-term Vray user who's been testing Corona for the last few days. Wow! It is fantastic and no doubt the future is bright.

I would like to see some kind of Utility material. MentalRay had one(before Adesk in it's wisdom decided to remove it for absolutely no reason)

Vray had the feature somewhat implemented recently with its VrayBumpMtl.

And there is also a Blur plugin material that I've been using. It's simply called Utility Material.
This blur plugin is the definitely the most feature packed of the three.

and this is an old image explaining what it does:



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I haven't been on here in a long time so this has probably already been requested. Would be great to have the ability to navigate the interactive VFB in the very same manner as perspective view. Having to have a split screen viewport is a pain. Modo preview renderer is a great example of just being able to witch your viewport to GL mode and work navigate it just as you would normally.

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[Max] Resolved Feature Requests / Corona PBR Shader
« on: 2015-05-29, 19:38:43 »
It would be great if there was a way to integrate a PBR shader, or even an implementation into the standard CoronaMTL with a Metallic map slot and some way to convert the maps exported from a program like Substance Painter. There are workarounds to match the SP look with some shuffling around of different maps but it's a pain in the arse.

Because you can texture high-poly assets in SP by using AO and Curvature maps I think a PBR implementation would be great in Corona, and I'm sure it's only a matter of time before most renderers incorporate one. (I think MAYA 2016 added a native PBR shader)

And just to clarify: when I say PBR I mean a metallic/roughness Disney BDRF shader.

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[Max] Resolved Feature Requests / Utility Combiner Material
« on: 2015-03-04, 11:42:55 »
Hi, long-term Vray user who's been testing Corona for the last few days. Wow! It is fantastic and no doubt the future is bright.

I would like to see some kind of Utility material. MentalRay had one(before Adesk in it's wisdom decided to remove it for absolutely no reason)

Vray had the feature somewhat implemented recently with its VrayBumpMtl.

And there is also a Blur plugin material that I've been using. It's simply called Utility Material.
This blur plugin is the definitely the most feature packed of the three.

Congrats on creating such a brilliant renderer.:)

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