Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - agentdark45

Pages: 1 ... 33 34 [35] 36 37 ... 39
511
News / Re: Corona presentation at 3ds london
« on: 2014-03-06, 00:41:29 »
Excellent presentation! Adam was a great speaker and was very enthusiastic (rightfully so) about Corona and it's future development. Can't wait to get my hands on A6!

512
Gallery / Re: Kiev appartament
« on: 2014-03-05, 17:40:18 »
Great renders and very interesting rendering setup, I'm going to have to do some testing...

513
Gallery / Re: 215 Sullivan
« on: 2014-03-05, 17:35:19 »
Damn these are nice! The fountain and plants in the last image are incredible, some serious work has gone into these images. Would you mind pointing me in the direction of where you got that marble texture?

514
News / Re: Corona presentation at 3ds london
« on: 2014-03-04, 11:12:51 »
Hey guys just wondering if we had any updates on the venue / time of the event?

515
[Max] General Discussion / Re: Corona Game Engine????
« on: 2014-03-02, 00:24:39 »
That would be a dream come true! The current lightmap engine in unity is horrendously bad. Render-to-texture with vray works, but it's a pain setting it up / having to render super high res maps and making sure there are no UV mapping or splotching issues.

The potential here is crazy - literally every unity user would be all over this.

516
[Max] General Discussion / Re: Corona Game Engine????
« on: 2014-03-01, 22:32:49 »
I used to use the render-to-texture feature in 3ds max with Vray to do this for archviz walkthroughs. Unity was my game engine of choice - super easy to use.

517
Work in Progress/Tests / Re: Help with lighting
« on: 2014-02-27, 19:57:27 »
There is a pretty big difference in the lighting between the grey render and coloured....I assume you've enabled a plain white environment light for the coloured renders. It seems that your problem is that the ambient light / environment light is completely washing out the scene = no contrast in shadowed areas.

My suggestion would be to completely turn off all lights in the scene, render a jet black coloured render, then turn on only the spot lights (do not turn on any other lights). Then start to tweak the rest of the lighting until you find a good balance.

518
News / Re: Corona presentation at 3ds london
« on: 2014-02-26, 21:21:45 »
Great! I'll see you guys there.

519
Work in Progress/Tests / Re: HRIS WIP's
« on: 2014-02-24, 20:03:32 »
20 minutes? I had better start looking into a dual xeon setup!

520
[Max] General Discussion / Re: 360 Panorama brief tutorial
« on: 2014-02-24, 17:07:43 »
Forgive my ignorance, but why would stitching 6 renders give a better result than using Max's pano exporter? I've gotten some pretty decent results out of it...

On another note, does anyone know of any free software / html 5 / flash based plugins for embedding panoramas on websites? I can only seem to find clunky / needlessly complicated solutions through google.

522
[Max] General Discussion / Re: 2 minutes of caustics
« on: 2014-02-20, 02:44:21 »
4 Titans...is this real life? Cool tests though.

523
[Max] General Discussion / Re: Discourse about the MATERIALS
« on: 2014-02-20, 02:39:29 »
Sure :- ).

Lately, there seems to be a lot of interest in custom BRDF models, esp. one called GGX. Currently only as plugin shader for Vray, Vlado kind of promised they are looking into integrating it.
Seems to both make metal reflection behaviour realistic, but simplify the workflow of what currently constinutes blended layers when attempting metal reflections. Pretty interesting I would say.

[img width=626 height=622]http://www.shlyaev.com/images/stories/ggx/ggx_vs_the_rest.jpg[img]

http://www.shlyaev.com/rnd

Do WANT!

524
[Max] Feature Requests / Re: The most wanted feature?
« on: 2014-02-17, 12:13:12 »
Adding my 2 cents:

I really need the "render to texture" feature enabled. I use it all the time for game development to bake lightmaps e.t.c. I normally use Vray to do this, but have to brute force everything else it's a splotchy mess.

This feature also comes in massively handy for fly-through animations (I'm sure the arch-viz guys here can relate). For example, rather than calculating GI for every frame of the animation, you calculate it once, bake the lighting solution per-object as a texture and then render in scanline / without GI at a speed of seconds per 1080p frame, as opposed to minutes / hours per frame.

This is the last piece of the puzzle that would allow me to fully ditch Vray and purchase a Corona license upon release.

525
Gallery / Re: 360
« on: 2014-02-15, 16:40:01 »
Damn those are nice! I'd also be interested in hearing your pano setup and how to get around the HD cache issue.

Pages: 1 ... 33 34 [35] 36 37 ... 39