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Messages - lmikkelb

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Gallery / Re: Storebukta
« on: 2019-01-03, 11:33:43 »
konge!, love the one with water drops on the window and wet floor, contrasting the warmth inside. Maybe the one with all the fog and light rays are a bit to jungle moody, humidity seems a bit high for Norway, had critic on something:D

Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2017-10-06, 23:18:38 »
Just one question, to clarify. We are viewing srgb and applying luts thats based on srgb right? good job with the luts and everything by the way, that corona mask thing looks amazing.

Gallery / Re: Hide and Seek
« on: 2017-10-03, 00:53:18 »
like the materials and light , but is it to much denoise? it looks a bit soft .

Attached a test with Neat denoise.

Denoising stills is quite different from animations. It can produce something i call- The reverse light cache animation flicker X-P

If possible use a time smoothing feature in the denoise. This can soften the image and remove detail, so It might be best to only do the denoising on the problematic pass(refraction/specular in your case?) and isolated it with a mask. 

Sorry about the grading, did the denoising in Davinchi;D

Hi NeTz3d, that is just noise, you have to keep rendering unless the noise is less visible, this may take ages because you have a lot of glass in there.
There si nothing to do, unless you want try to reduce the GI quality or try to clamp your GI.
Keep in mind that the denoiser is not a miracle tools, and is not keeping a regular behaviour through multiple frames, that is not flicker is a random pattern of the denoiser.
Alternatively if you use AE you can beneficial of using some tool for denoising that is based on multiple frame in order to keep the cleaning process consistent.


What grafichissimo said.  Whats your noise level? I can recommend using this plugin 
on the specular pass. I guess you could probably render it a little longer and see, ;D good luck!

[Max] I need help! / Re: ShadowCatcher questions
« on: 2017-09-22, 21:48:02 »
1: Are you using the compositing mode in shadow-catcher? If so, it is slower for some reason, i guess you will have to wait for the devs to fix this/ develop it more,  seems like the black background is taking a lot of the resources. :D I have no clue.
maybe try one of the other modes, might be faster.

2: I think the solution to this is to render everything with passes, comp it together with masks, and change the reflection intensity in post. That way you will have a lot more control. U can also render only the reflection pass of the ground , as one separate pass alone.

I think u can also use the AO with directionality to get the shadows.

[Max] Feature Requests / Re: Transparent pixel rendering...
« on: 2017-04-28, 21:08:05 »
- Render 16bit exr with black background in Max.
- batch import all the exr`s to Photoshop. If it`s even possible:)   
- batch save all layers to png.

In my tests i got no black edge and straight rgb out from photohop.
I really dont think you should render the background in anything other than black, if that`s still an option.
I also think you need to make sure (Blend rgb colors using gamma: 1,00) is on in
photoshop color settings, you probably have done that:)     

I guess your problem is the amount of frames,  you need to find a way to batch this process through Photoshop :) Good luck!

Btw, i looked at all my pngs out from Photoshop in Nuke, so you might get different results, I guess it depends on how it is implemented in the browser. but i think it will work.

[Max] Resolved Bugs / Corona scatter not updating on render
« on: 2016-10-17, 16:28:45 »
The scatter does not update when I am rendering a frame range, it just stays locked at the frame I am currently at in the timeline. I am using a animated noise map in the scale transform.

Is there a quick solution to this :) ?

Gallery / Re: Sponsor commercials. transformations:)
« on: 2016-10-13, 16:59:24 »
Thank you so much. We are a smal studio so it was quite a big undertaking for us.

Corona was used only in the beginning, with the old cars and the transformations, which was separate from the film itself.
The stills sums up most of the shots where corona was used. 

The other shots in the end part of the commercials/trailer was done by other studios, Im not really not sure what render engine they used.

Corona is pure awesomeness:D I think the only problems we had was with the shadowcatcher taking some time to clean the noise, so I chaged to a Ao hack with abit directionality on one of the shots, and the rendertimes went down. We did have alot of noise in the dark environment where we used RoundEdges on som of the internal mechanical parts, this was fixed abit with projecting the reflection pass(which had the most noise) ontop of the geometry in max and re rendering with only motionblur. Super hack:P
We used max 2016 with corona 1.4, rendered everything at rebusfarm and compositing was done in nuke. 

We were 3 guys doing the transformtions over a roughly 2 months time periode. In total it was 8 cars we had to texture and do some remodeling on.
With all the animation, camera tracking, projections, lighting, rendering and compositing time went by fast, but we are pretty happy with the end result.   

I mostly do compositing work so this project was a new experience for me and the guys, we chose to use corona because of its ease of use, speed and great interactive rendering.
Looking forward to try out all the new features in 1.5, it looks amazing. 

Gallery / Sponsor commercials. transformations:)
« on: 2016-10-12, 14:54:53 »
Hello guys .
I wanted to share some of the latest work that i`ve been doing. Its for the main sponser of this film:

The car tranformations are not featured in the actual film but used separately, only in the sponsor commercials. hope u like them :)
Corona was used on all the transformations.

Fishing for compliments:D lol

General CG Discussion / Re: Best exr compression
« on: 2016-09-08, 00:21:14 »
I use PIZ. :D I have never tried the lossy ones.

PIZ (wavelet compression)
    This uses a new combined wavelet / Huffman compression. This form of compression is quite effective when dealing with grainy images, and will often surpass any of the other options under grainy conditions.

It seems like you are using the zdepth as a mask for your transparency, try a white mask on your layer and see if that helps.
I think you need to put it in the Kanale only.

[Max] Daily Builds / Re: LUT support
« on: 2016-08-30, 05:16:15 »

Please add a "White Balance" color picker to the VFB and opacity slider for the LUT.

Totally agree, A fast way to whitebalance and a focus picker has to be more important than LUT support. I have only tried the lut solution directly on the render in Octane, and thats a really nice feature, could it be
possible to have something like lift, gamma and gain before LUT support? That way we have more controll over the contrast (the saturation is a nice feature). Then at the end maybe apply LUTs, just to test different color variations on the image. We also need a button to turn things off, in a quick an fast way, an hiding things in the post tab. leaving only exposure and maybe whitebalance, ready for compositing work, its to easy to render something and then later realise you forgot to reset one of the sliders, help me not to make mistakes:D Sorry maybe I went a bit off the LUTs topic. 
Anyway the glare, glow and vignetting, works and looks amazing!

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