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Messages - maru

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11161
Work in Progress/Tests / Re: HOLICK
« on: 2014-08-25, 20:56:55 »
And you didn't use any sharpening filter in post production?

11163
All I can say is there must be some CRAZY amount of skills and work put into these images. The level of detail and huge amounts of geometry are breathtaking. Awesome job. Hope it was fun to work with Corona. :)

The only thing I didn't like is the cropping in the picture you posted in this thread - why is the girl (most important element, right?) cut into half?? It just looks wrong for me.

11164
Work in Progress/Tests / Re: My first project
« on: 2014-08-22, 10:11:44 »
Looks good. I think you should use lower bump values. And add some chaos - wrinkles on the carpet, etc.

11165
[Max] General Discussion / Re: Corona render speed
« on: 2014-08-21, 16:56:44 »
The progressive adaptivity that has recently been removed was pretty usable.  You could set gi samples to 2 and then most pixels would get only 2 samples and those above the given threshold would get 2*x samples after y passes. It worked pretty well, not sure why Keymaster removed it. I hope because he's preparing an even better version. :)

11166
[Max] I need help! / Re: Refraction Issue (dark shadows)
« on: 2014-08-21, 10:31:19 »
That's because you are using caustics. When you enable them, refractive objects cast shadows and then caustics are computed. Caustics are a bit painful for Corona right now so I would suggest turning them off, at least for the drop objects. Do you really need them? Caustics on glass?

11167
Gallery / Re: Johny Mrazko WIP/finished work thread
« on: 2014-08-21, 10:26:18 »
Nice! I can see you've made huge improvement since your first posts. The cow model is really cool. :)

11168
Gallery / Re: Eco-house rendering competition
« on: 2014-08-19, 08:56:54 »
The third shot is definitely the best.
What I don't like about the others is that they consist of 3d and 2d elements poorly mixed together (white borders around bitmaps, etc). In the river shot, you can also clearly see that the scale is wrong. There are some small bushes/grass at the river bank so the house must be tiny. :)

11169
[Max] I need help! / Re: Holl polycarb material help
« on: 2014-08-18, 18:44:22 »
It depends on what level of detail you need but I think it looks ok in your tests.

11170
Well... it simulates light scattering through some media so you can use it for SSS, smoke and volumetric fog effects. This could add to the "mystic after-rain feeling" but it's still in development and available only in daily builds. :)

11171
Great, clean renders. I am no expert but the architecture also looks appealing to me - simple and functional.

I think debris maker was also involved. :)

I wonder if these works would benefit from use of new scattering media feature.

11172
[Max] I need help! / Re: Holl polycarb material help
« on: 2014-08-18, 09:35:03 »
If only there was a way to map translucency fraction as well.
I thought there is in A7. No? Then it must be in newer versions so you can expect it in next public release.

11173
[Max] I need help! / Re: Holl polycarb material help
« on: 2014-08-17, 18:08:15 »
Here are my tries. Ugly scene, one-sided translucent planes with bump map (gradient ramp). I think it works pretty well. There is also a second version with glossy refraction but it renders slightly slower (see file names).

11174
Oh. Sorry. There should be some official topic with the rules available to everyone. I would post the text from that thread but I don't know if it's ok to do so. Anyone?

11175
[Max] I need help! / Re: Holl polycarb material help
« on: 2014-08-17, 09:57:26 »
Why don't you try with translucency? In the reference pictures you posted, the effect looks like it could be achieved with translucency or with glossy refraction if you really need to be able to see what's behind the panels.

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