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Messages - Duron

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76
[Max] I need help! / Maxscript Help | CMasking_Mask
« on: 2016-02-26, 16:23:07 »
Hi guys,

just need help as i'm trying to make a maxscript where i can define various object IDs within a CMasking_Mask. I already found a thread to get all properties of corona renderelements but i can not manage to make a working script which adds CMasking correctly. I know there is some auto multimatte scripts at scriptspot but they're only for vray. Didn't find a script which makes that automatically for corona.

Is there a way to show a current RE configuration which i could just copy to use for scripts? I mean, is it possible to set a dummy renderelement with desired configuration and see the right script tree?

IF not can somebody just help me with that short script to make them.

Thanks.

77
Gallery / BMW M3 F80 | Humster3D Car Render Challenge 2015
« on: 2015-11-23, 12:50:54 »
Hi guys,

just wanted to share my render for this years car render challenge from humster3D.com

It's a full-cg scene.

3Dsmax | Corona | Photoshop

78
I've already searched for this here but found nothing, so i hope it's not a duplicate.

It is possible to get a render element where we can display multi layered materials seperated? Now that we have a LayeredMtl, it would be really great to have this feature too.

Thanks.

79
it would be great if implement Additive / Shellac mode to corona layered material.

+1
I was really happy to finally get the layered material with 1.3 but i was a little bit dissapointed as i saw that i can't switch to additive mode.
Please add this feature because this is really essential for automotive artists like me. I know it's a fake function but the workflow i'm using requires an additive mode.

I've attached an render which i did with vray and it shows my technique of doing procedural flakes with additive blendmtl. I already tried the same approach in Corona but unsuccessfully..

80
These are the results of my crazy experiments. I'm not posting anything other than images yet, because it's really crazy and maybe doesn't make sense. There was only one color involved in this material and it wasn't changed in any of these images. This has to simulate something like the thickness of the absorptive layer they are showing.

Maru, can you please show me the material setup of this. Its a really weird but interesting appraoch.
Thanks!

81
Niiiiiice, thanks a lot! Just missed this workaround.

82
Hey folks,

i came across a problem which does not allow me alpha masking lights with textures. See below.

The native 3dsmax "Mask" map is apparently not supported by Corona. Same technique i'm using for years with vray - which is working without problems. Is there a workaround or did i've missed something?

Thanks.


83
News / Re: Corona Renderer 1.2 released!
« on: 2015-07-31, 18:50:37 »
Just amazing work on this new update. The displacement features are really powerful.

But since alpha 7 i'm longing for the CoronaBlendMtl. Too bad it takes so long.

Also when can we expect the region render feature in CoronaFB?

84
Maybe you add, please, brightness/contrast/gamma/HUE/clamp into CoronaBitmap to kill the colorcorrect plugin (and standart colorcorrection map)? )))

+1111111111111

85
Gallery / Re: Dipping my toe into Corona : BMW Test
« on: 2015-03-05, 10:35:02 »
It would be much more "pro" if you make a shaded BMW badge instead of mapping it with a texture. my2cents

The badge is a blend between two materials, one a chrome material for the badge edge, and the other the Bayern colours.

What exactly do you mean by "shaded" ?

Dave

Nitpicking ahead: And that's the problem. The badge is textured.. clearly visible on the "blues", which is wrong btw.. The Blue is more like a baby blue than deep sea blue.  Compare it with your M Badge on the side. The blue there is more accurate than the ones on the texture you've used for bonnet and rims. They should be the same colour. Also there is missing that "glossy" effect on it.
The kidney grills, i dunno what kind of material this is, is also a bit weird. I think you need to push the reflections a bit.



Did you tried to turn on the DRL's (BMW Corona Lights)? Would give it a nice feeling to the image i believe.

86
Gallery / Re: Nissan GTR | Studio
« on: 2015-03-05, 10:18:41 »
did you use HDR light studio?

Nope, i have never used it. All Corona Lights.

87
Gallery / Re: Nissan GTR | Studio
« on: 2015-03-04, 18:45:29 »
Thanks for the comments guys.

Second image is up.

88
Gallery / Re: Dipping my toe into Corona : BMW Test
« on: 2015-03-04, 13:45:41 »
It would be much more "pro" if you make a shaded BMW badge instead of mapping it with a texture. my2cents

89
Gallery / Nissan GTR | Studio
« on: 2015-03-04, 08:05:18 »
Hey guys,

just wanted to share my new just for fun render with you.


90
[Max] I need help! / Bright pixels with glossy materials
« on: 2015-03-01, 10:42:40 »
Hey guys,

just can't get rid of this problem here. I've rendered my GTR with a HDRI and CoronaSun @ 6k resolution with almost stock rendersettings.

The most annoying thing is not only the bright pixels itself, i need a technique where the bright sun should also be sampled smooth. The headlights for example does look horrible with that bad AntiAliasing from the sun reflections. Also i can't render with internal resolution set to 2 @ 6k... that would be sick.

Thanks.

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