Author Topic: dan'z Test  (Read 20314 times)

2015-02-07, 22:45:21

danielmn

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Hey guys been working with corona for a bit and thought I need to start posting some stuff.



some more playing around check page 3 for more
« Last Edit: 2016-03-10, 22:40:18 by danielmn »
Daniel M. Najera
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2015-02-07, 22:47:02
Reply #1

danielmn

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a few color variations
and small imporvements on the shader
Daniel M. Najera
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2015-02-07, 22:51:07
Reply #2

danielmn

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here is a simple test on bottle scene I brefly started



the blotchyness i brought up in the i need help section btw

Daniel M. Najera
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2015-02-27, 07:56:22
Reply #3

danielmn

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hey guys just got the new Corona 1.0 and I freakin love it so much and I can stop tring to break it.   But its doing great

here are some of my latest wax test with the new volume and absorbtion methods

first one is just me playing around,

Daniel M. Najera
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2015-02-27, 08:01:27
Reply #4

danielmn

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and here is diamond for  measure

Daniel M. Najera
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2015-02-27, 17:17:34
Reply #5

danielmn

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here is something I have done for the cgtalk lighting challenge

doing element renders today but here is a raw beuty pass with almost no texturing wish i had more time.

and the second has some fast post on it
« Last Edit: 2015-02-27, 17:26:24 by danielmn »
Daniel M. Najera
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2015-05-02, 05:52:57
Reply #6

danielmn

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so here is a gold material I am working on.  plus the shader tree
Daniel M. Najera
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2015-05-07, 17:25:27
Reply #7

danielmn

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some render stuff

Daniel M. Najera
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danielmn81@gmail.com
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2015-05-07, 17:31:59
Reply #8

danielmn

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alex roman inspired piece
Daniel M. Najera
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2015-05-07, 17:48:38
Reply #9

danielmn

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here is a piece slowly coming along
Daniel M. Najera
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2015-05-18, 19:34:13
Reply #10

danielmn

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a little diagram i found on renderman knew layer shading,  but notes I thought were interesting and a good reference for other shaders
Daniel M. Najera
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2015-06-02, 02:39:13
Reply #11

danielmn

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Diamonds in the sky for yall.
Daniel M. Najera
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2015-06-02, 16:57:55
Reply #12

danielmn

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working on skin shading from
digital emily v2

Daniel M. Najera
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2015-06-02, 17:02:51
Reply #13

danielmn

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here are some progress stuff showing the displacment and micro displacement....only displacment info.

Last image is the 2 maps coming together
Daniel M. Najera
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2015-06-02, 17:57:52
Reply #14

danielmn

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here are a few more renders of what i have so far

first 2 are some difusse ans SSS work

the rest is everything I have so far put together.   NO photoshop work was done
Daniel M. Najera
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2015-06-02, 18:03:07
Reply #15

danielmn

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here are some more render test
Daniel M. Najera
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danielmn81@gmail.com
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2015-06-02, 18:04:12
Reply #16

danielmn

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more renders
Daniel M. Najera
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2015-06-02, 18:07:21
Reply #17

danielmn

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a few more
Daniel M. Najera
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2015-06-02, 18:36:01
Reply #18

maru

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I don't know how this model looks but SSS will work properly on capped (solid) geometry only.
Marcin Miodek | chaos-corona.com
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2015-06-02, 18:37:58
Reply #19

danielmn

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I did not know that.  The SSS seems to working well enough but I will do that and see what happens
Daniel M. Najera
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2015-06-04, 05:52:11
Reply #20

danielmn

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Ok
so I re-wrote the way I was doing things.  As one shader to do everything I wanted was not going to happen.
I am trying for this attempt to keep as true to the Dataset and parameters the Digital Human league have set out here:http://gl.ict.usc.edu/Research/DigitalEmily2/

So I made 4 passes  ( Difusse SSS, Single Scatter, Primary Spec, Secondary Spec)

This is only being lit up by the HDR no other lights.
I used a Max's standard Phong shader for the Spec didnt really see any other way to get around this, but the results seem to be pretty on par with theirs, even though its not completely physically plausible.  If corona has a way to turn its shader into phong that would be a great help.
I will do a Hires version later but I am very pleased with this version
Daniel M. Najera
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2015-06-04, 05:57:29
Reply #21

danielmn

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Here is a render pass breakdown
Daniel M. Najera
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2015-06-04, 10:42:49
Reply #22

GestaltDesign

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I am not sure if it will help, but as the legacy Ashikhmin Shirley BRDF is not a microfacet BRDF (Anisotropic Phong?) you might try that as an alternative.
The legacy BRDF can be activated from the advanced options in the material settings by selecting the A7 legacy mode.

As I understand The Digital Human League project is trying to acheive robust physically accurate results with micro displacement/bump which is why to avoid a microfacet BRDF model.
Don't hold me to it, sure there are points that I am missing lol, but it would seem the best approach for Corona guys joining the project, it is a really interesting subject.
« Last Edit: 2015-06-04, 11:17:21 by GestaltDesign »

2015-06-04, 11:18:20
Reply #23

Ondra

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I am not sure if it will help, but as the legacy Ashikhmin Shirley BRDF is not a microfacet BRDF (Anisotropic Phong?) you might try that as an alternative.
Actually it kinda is (-ish)

The legacy BRDF can be activated from the advanced options in the material settings and activating the A7 legacy mode.
This is no longer possible in latest daily/upcoming stable builds
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2015-06-04, 12:32:40
Reply #24

GestaltDesign

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Ah, ok. I don't want to spread false information and it is good to check/confirm as I learn! Appreciate it!



2015-06-05, 05:48:04
Reply #25

danielmn

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did a little more work on the shader and took some hi res stills

Daniel M. Najera
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2015-06-05, 05:49:30
Reply #26

danielmn

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a few more angles
Daniel M. Najera
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2015-06-05, 05:51:30
Reply #27

danielmn

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I went back on this one.
To take through some post adjustment and a better composite with the background.

Plus a few close ups
Daniel M. Najera
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2015-07-17, 09:29:11
Reply #28

danielmn

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test
« Last Edit: 2015-11-12, 16:50:55 by danielmn »
Daniel M. Najera
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2016-03-09, 19:44:36
Reply #29

danielmn

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here is a HDRI, with back plate Test

the interesting thing here is I used spherical enviroment HDRI, but then flatten it with ptgui- demo version.  If you know any other way to get a back plate from the spherical enviroment , please let me know
Daniel M. Najera
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2016-03-09, 20:37:18
Reply #30

romullus

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Try Hugin. It does everything ptgui do, but without watermark, because it's free.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2016-03-10, 22:38:39
Reply #31

danielmn

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thanks romullus ,  I couldnt get that to work for me.  So instead, I did what I should of done all along.

Mad a inverted sphere in max, put a cam in the middle and take a render.

attached is the the orignal spherical and new the  backplate taken from 3d max
Daniel M. Najera
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2016-03-10, 22:39:36
Reply #32

danielmn

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and here is a test with some random objects and material


thx to hdri haven for the orginal HDRI
Daniel M. Najera
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2016-03-11, 13:17:35
Reply #33

romullus

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You don't have to extract backplate for that. Just put HDRI panorama into enviroment and render - it will be exactly the same, just more flexible and convenient :]

Anyway, here's tutorial how to get rectilinear projection out of equirectangular: https://panospace.wordpress.com/2008/03/18/edit-the-nadir/ You just have to enter different numbers into numerical transformation window to get backplate you want.
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2016-03-11, 20:44:15
Reply #34

danielmn

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Hey rommullus, thx for the help.
Yeah that should work, seems obvious now.  Just been awhile since I was doing photo integration stuff  (which is exactly why I started )   thx again.
Daniel M. Najera
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