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Messages - Kum

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-A little bit of chamfer around all the hard edged objects would help. Cabinet fronts, marble under shower glass, shower glass, maybe tiles.
-Try to find visual references, photos for similar kind of objects. For example, there's no gap between cabinet fronts, drawers, shower door.
-Have a look at Corona Material Library, for metals, ceramics and stones. At least see how they were made.
-Lighting looks a bit flat, yes. First, decide which will be your main light source, then setup a LightMix and play around with all of your light levels to emphasize certain areas and have a bit of contrast/depth.
-I don't know if you have it but try to avoid hidden light sources or unrealistic light shapes also avoid too high white values.
-Add some more color depth to your lighting situation. For example, outside brings blue light, but interior has warmer lights. Having all your light sources pure white takes a bit away from the realism.
-Focus on 1 thing at a time. First get the shapes right, then create your base lighting, then use accent lights, then tweak your materials.
-To have a bit more realistic backplates, again, see some references similar to your lighting condition.
-If you have good textures, correct materials, good light balance, you don't even need to open Photoshop or anything. Frame buffer post production is good enough.

That's it on my side. Good luck.

I'm really interested in this cutter and cap shader workflow. If it's possible, can you please explain how those are working? That would really help me daily.

Thank you very much for your fast reply. It seems clear now. I will make a few more tests to better visualize this.

Hello everyone!

I would like to learn a bit more about sharpening/blurring values and I have some questions. I have searched through the forum and also online but couldn't fine a solid answer (or nothing at all). Only reference to this topic was Dubcat's post from 2017. I'll attach it below.

So my questions are:
1. Are sharpening and blurring values resolution dependant?
2. If the answer to 1 yes, what is the correlation between numbers (i.e. if I multiply the resolution by 2, does that mean I need to multiply the radius by 2, too)

To me, radius means it's working somehow related to pixels. Like in photoshop, higher the resolution, bigger the resolution. But I don't know if Corona Renderer automatically calculates input values depending on the resolution for us. Meaning I get the same sharpness throughout different output resolution with the same radius value.

In short, I am trying to figure out how to scale these radius values between 1K, 2K, 4K and so on.

Obviously end result of 1K and 4K are different by nature, 4K being sharper by default. But I'm trying to understand just how this thing works.

Looking forward to your replies.

Thank you!

These radius settings are at 1k, multiply K by whatever you are using.

Hello! I was wondering if there is anything new about this? In the meantime I also keep searching and asking around but I guess it's not that easy to find a clear answer regarding this topic. Looking forward to any kind of update on this.

Hello everyone,

I have a question that is keeping my mind quite busy for a long time. I have been searching through forums, asking around. Yet, I couldn't find an answer to this. It's possible that I'm totally missing something in the theory, so I would be happy if we can discuss this to figure out. My question is all about color usage and color ranges, in not only Corona Renderer but also all PBR theory. Corona Renderer makes it a bit more complicated on my side. Please correct me if I'm wrong at any point.

Anyways, here are some information that I've been trying to make sense:

PBR diffuse/albedo range is either 30-240 sRGB or 50-249 sRGB. Let's keep 30-240 for now. So this means, blackest natural dielectric material should not go below 30 sRGB value and whitest should not go above 240 sRGB. I imagine these materials in a 3D scene as Charcoal and Fresh Snow. Although there are sources defining Fresh Snow as 232 sRGB. (Not considering Vantablack, etc).

Let's say, I want to use RAL Classic color chart in my scene. I will take the darkest and brightest colors, RAL 9005 Jet Black and RAL 9016 Traffic White, in that order. RAL 9005 has the value of 16 sRGB and RAL 9016 has the value of 241 sRGB. We are already out of PBR range so I take it as RAL 9016 should be brighter than fresh snow, for example. This is not just for RAL Color but also other color books.

On the other hand, Corona Renderer CShading_Albedo pass has warning value of 0.0 to 0.85 (although I don't know how to convert the range to 0-255). So for whites, If I use a value above 240 sRGB, pass is set show red and has no limit for blacks, by default.

And the more interesting part, Helpdesk says we should keep our Albedo under 180 RGB (218 sRGB).

The way I see it, from darkest to brightest, PBR standarts has a different value range, Corona Renderer has a different value range and color books have a different value range.

So the questions are:

  • How do we keep using color books as their defaults in our scenes with values higher than 218 sRGB?
  • If we can't, how do we translate these colors to 0-218 range? (Below 180 RGB)
  • If we can manage to translate all the colors accurately to Corona, when exporting to a real time engine (or Substance Designer etc.), how do we translate those colors to keep them in between 30-240 range, without manually adjusting all the nodes.

P.S. I totally understand that these color values, books, scans, materials, render engines or shading models might not be or can not be %100 accurate, but still, the difference is obvious to me by numbers. It is possible to adjust everything by eye, use color pickers, post production etc. But my main goal is to understand and translate this ranges in between each other as accurate as possible. Just to sleep better, that's it.

If you made it until the end, thanks a lot. I would really appreciate your opinions.

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