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Messages - EugeneDa

Pages: [1] 2 3
1
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-12-12, 14:31:20 »
Hi

Translucency does not look correct, see attachment

Hi,

Do you have displacement used on the base plane? Can you please share the scene to investigate?
On a simple plane and grass with pattern everything looks fine.
If you use multimaterial with some randomization for grass strands, make sure you have Sub-primitive option enabled.

I made the scene. See attachment

2
[Max] Daily Builds / Re: CoronaPattern playground!
« on: 2022-11-26, 14:47:57 »
Hi

Translucency does not look correct, see attachment

3
Gallery / Re: Goyoham
« on: 2022-10-20, 15:25:17 »
Damn, just lovely.

Am I right in understanding this is 100% 3D?

Love the grunge on the facade panels - very realistic.

thanks
Everything here is done in 3D except people

4
Gallery / Villa
« on: 2022-02-09, 08:09:10 »
Hi

Architectural Visualization @dof.one

Architects: Eugene Danin.
Location: Valencia, Spain.

Conceptual design.

Behance
instagram

Full cgi

corona 8 3dsmax daily 2022-01-26, 3ds max 2022, PhotoshopCC

5
Hello,
Is this anything worth investigating?
...

Im not sure if it is worth your time, but well that something right?

The same thing happens in Corona7. Applying rayswitchMtl to windows helps.

6
Hi Tom,

I'd like to suggest a color picker for white balance like in photoshop's camera raw filter.

It's already there. The second icon in the color picker, next to the regular one.
Thanks Maru. Are you getting that color picker by clicking on color tint?
I think it would be more obvious if there's a color picker next to white balance, since you're changing the frame buffer UI. It would be more user friendly in my opinion. Just a thought.

Correct. Use color tint for this and click on the inverse picker to specify which color should be considered as white.
This is in Corona 7 and older, I did not mean Corona 8 here.

it's a bad idea to use a COLOR TINT to adjust the white balance. I would pay attention to how this is implemented in Fstorm, it's really very convenient ;)

7
Gallery / Re: Small Office Building
« on: 2021-09-10, 10:37:42 »
Nice stucco material.
Did you use HDRI lighting? or CSun.
Thanks!

Thanks. I used physical sun&sky + hdri for overrides.

8
Gallery / Re: Small Office Building
« on: 2021-09-10, 10:36:29 »
Wow excellent work! A truly convincing photorealism, well done!
May I ask you if the white plaster of the building is a commercial texture like megascan, poliigon, etc...or if you have created your own texture? The grain and the displacement are perfect, if it doesn't bother I would like to know the set up of that material.
Great job!

Mattia

Thanks. White plaster made by mixing different textures with the megascan texture. I attached a screenshot so that you can see what the material looks like.

9
Gallery / Small Office Building
« on: 2021-09-07, 07:06:15 »
Hi

Small Office Building

Architectural Visualization @dof.one

Architects: Eugene Danin.
Location: REMCHINGEN, GERMANY.

Conceptual design of a small office building.

Full cgi

Free tree model on Behance
corona-renderer 7, 3ds max 2021, PhotoshopCC

10
I believe this was always the case - lighting and reflection can not be totally separated so that the material reflects only the override map. there will always be some contribution to reflection from the map used for lighting.

Thanks :)

11
Hello everyone.

When I change the roughness parameters greater than zero with overriding enabled, a single map environment starts to appear. Please take a look at the screenshot! 😉

CoronaRenderer 7hotfix1 | 3dsmax 2021.3

12
Hello everyone.

The shadow shifts on low poly objects. This is very noticeable on tree branches, on sofas and when the normal map is used. The normal map begins to work aggressively in places with bends and a low number of polygons. A black outline appears on the branches of trees. It is clearly visible on Megascans models, an example is provided by the user cjwidd in this topic https://forum.corona-renderer.com/index.php?topic=31748.15. Changing the Shadow shift value to 0.5 partially solves this problem, but then we get grid artifacts. I made some examples with captions and comparisons

corona-8-3dsmax-daily-2021-07-28 | 3dsmax 2021.3



Hi, is this in any way related to Corona 8? Is it any different in Corona 7, 6, or older?

As you correctly noted, we do this to get rid of the sharp blocky shadows on low poly geometry.
When this feature is off - the blocky shadows will be visible.
When this feature is on - the blocky shadows will not be visible, but the shading will be slightly different.

The assumption is that the shading difference is not noticeable in most cases, and its drawbacks are less important than the sharp blocky shadows. One thing I can recommend is not using low-poly objects. This generally isn't a good idea since they are not realistic.

Is this any different in other renderers?

If you carefully look at the image that I attached, you will see that I showed how it works in v-ray. Plus, for v-ray, the strength of the normal bump map does not depend on the shape of the mesh ;)

13
Hello everyone.

The shadow shifts on low poly objects. This is very noticeable on tree branches, on sofas and when the normal map is used. The normal map begins to work aggressively in places with bends and a low number of polygons. A black outline appears on the branches of trees. It is clearly visible on Megascans models, an example is provided by the user cjwidd in this topic https://forum.corona-renderer.com/index.php?topic=31748.15. Changing the Shadow shift value to 0.5 partially solves this problem, but then we get grid artifacts. I made some examples with captions and comparisons

corona-8-3dsmax-daily-2021-07-28 | 3dsmax 2021.3

14
"Aerial perspective" is not available yet. See Daily Builds Changelog ;)

15
I hope the guys will work hard to release tonemapping early into v8 daily builds. Being the one who uses Corona only for personal needs, i'm ok with that, but for people who can only work with final releases - Q1 2022 - ouch.

;)



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