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Messages - vemod

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Yes, correct application of bloom and glare requires add mode, but here's a work-around:

On the bloom and glare layer, select all and copy, then add a layer mask to that layer and paste what you have copied in to the layer mask.

apply the layer mask to the layer. then in the top menu choose layer>matting>remove black matte.






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[Max] General Discussion / Re: How to handle backplates?
« on: 2022-10-07, 16:01:50 »
I usually create an alpha for the sky and cut it out from any backplate, and then I do a modified texture that looks like a proper albedo texture for the stuff that's left.
If I feel real fancy I will extract reflecting parts (say windows, etc) and do a separate texture of that and place it in metalness/reflection channel.
I then assemble it either on projected geo (the best) or just a simple plane.

It won't look identical, and usually requires some back and forth until it looks right, but it responds much more natural to any tone-mapping shenanigans.

Removing all lighting info is tedious at best, I have had great success with 3dLutCreator and the volume channel for quick fixes though.

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General CG Discussion / Re: Breakdown a LUT
« on: 2021-03-02, 15:35:52 »
https://3dlutcreator.com/3d-lut-creator---materials-and-luts.html

Download the Hald16 and apply the LUT to your image if you want to see exactly what's done to all colors, download the "Colors of RGB space" image or the color wheels if you want a slightly more human readable but less accurate representation.

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[Max] Daily Builds / Re: New UVW Randomizer playground!
« on: 2020-05-30, 17:28:47 »
I had! But apparently the wrong order? Seems to work nicely if you pipe it after the CoronaNormalmap :)
Thanks!

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[Max] Daily Builds / Re: New UVW Randomizer playground!
« on: 2020-05-30, 14:16:13 »
While we're at it, and perhaps not entirely related to the UVW-transform but still kind-of...

Is it possible to adjust the actual normal map, or compensate for the UVW-translation when rotating it?
It seems rotating a normal map might cause unexpected lighting results otherwise?

https://robonobodojo.wordpress.com/2015/11/22/transforming-normal-maps/



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[Max] Daily Builds / Re: New UVW Randomizer playground!
« on: 2020-05-30, 14:11:13 »
Spectacular! :)

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[Max] Daily Builds / Re: New UVW Randomizer playground!
« on: 2020-05-30, 12:54:01 »
Would it be possible to add a texture map for modulating the blend? I'm thinking it could work like when plugging a texture in the Corona AO distance perhaps?
The current method works suprisingly well, but a sharper transition that is still irregular would be better suited in some occasions and prevent a mushy appearance.

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Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-03-06, 18:23:03 »
Or we could just make a stupid hack it at the light source instead :)

No perceptual color difference when viewed at regular exposure but it gets the "correct" overexposure behaviour.
I couldn't be arsed to replicate the grid completely, but you guys get the point.

Photoshop borked the colors as well, so try it with the supplied HDR values in a corona color that you plug in to the texture slot of a light.

It's generally a good idea to stay away from pure colors in CGI even when it comes to lights it seems :)

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You're trying to print colors that's outside the CMYK gamut.
Shades of blue and red are usually very tricky to heavily saturated if you're printing with plain old CMYK.

Here's a handy graphic explaining the problem:
http://www.colorprintingforum.com/attachments/layout-graphics-prepress-software/406d1254902900-how-change-rgb-cmyk-cmyk-vs-rgb.jpg

As for solution, either enable "View - Proof Colors (Ctrl + Y)" and adjust your colors until everything or most of the things are not the grey color that indicates out of gamut colors.
You can use the "Select color range" tool and pick the out of gamut option to quickly select the colors that need adjustments. Be sure to feather the selection so it's not jarring.
You will either need to hue shift or desaturate the out of gamut colors to make stuff fall in line.

A trick that some times work is to desaturate the image overall by 25-50% when in RGB-mode, convert to CMYK, and then add back the saturation you removed with the reverse of the desaturation. Your mileage may vary.


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Gallery / Sliced head
« on: 2016-06-03, 18:51:37 »
Hello,

I'm trying out Corona, and I'm absolutely loving it.
Coming from Vray it's great with a no frills interactive renderer (really, it's quite amazing).

Decided to try it out with a simple still life. Head model is courtesy of Ten24.
I used Corona scatter for the debris on the floor.

Cheers,

Richard

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