Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cjwidd

Pages: 1 ... 67 68 [69] 70 71 72
1021
[Max] I need help! / [RESOLVED] Flash Camera Lighting?
« on: 2019-01-24, 22:53:45 »
Trying to emulate the effect of flash photograph as seen in some recent work by Cem Tezcan. I have attached a recent attempt, but I appreciate any input the community can offer.


1022
Work in Progress/Tests / Re: Fake shadows?
« on: 2019-01-14, 18:41:05 »
That's simple. It's like you said - increase the size of the light source to make the shadow softer. If it doesn't work, just make the light huge. It also matters how high and how far away from the table are the plates.

That's right, adjusting the light source size and distance is simple enough, but I would challenge you to try and recreate the shadow from the reference image with just a cylinder and plane. Without an HDRI, I suspect you will find that it is more troublesome than it seems. That being said, it is possible there is some simple operation or lighting consideration I am overlooking, but I have not succeeded in emulating the shadow exactly (see attached).

EDIT: attached image contains Photoshop post

1023
Work in Progress/Tests / Fake shadows?
« on: 2019-01-13, 22:49:21 »
I'm trying to recreate the lighting / shadows from a reference image in Corona - for practice - but having a hard time (see attached 'b_prodotti'). I cannot confirm whether the source image is a render, photograph, or combination thereof.

The issue pertains to shadow softness, shadow density / opacity, and GI (?). It is possible to manipulate shadow softness by adjusting the distance and size of a light source, but I am not arriving at the expected results (see attached 'domo_v0'). In addition, enclosing the target geometry in a small "room" can help soften shadows, but often at the expense of the shadow density.

Any advice would be appreciated.

1024
Work in Progress/Tests / Re: Test Light And Some Materials
« on: 2019-01-08, 23:45:58 »
Big fan of the lighting in the first image. You are using predominately a corona sun / sky environment? Or primarily HDRI driven?

1025
Work in Progress/Tests / Re: Ivy Hallway C/C
« on: 2019-01-08, 23:45:00 »
Thank you :) Several of your suggestions are definitely worth considering. Hopefully others will chime in as well, if not just for a diversity of opinion.

1026
Gallery / Re: Forest Roads
« on: 2018-12-29, 03:31:43 »
The dirt road looks great, good lighting as well. Where did the trees come from?

1027
Gallery / Re: *** Christmas Time ***
« on: 2018-12-29, 03:30:55 »
Fantastic results! Could you elaborate on what is composited vs. 3d (etc.)?

1028
Work in Progress/Tests / Ivy Hallway C/C
« on: 2018-12-13, 11:40:17 »
Sketch scene I've been working on, but the current render is quite uninteresting. Any suggestions on composition? Additional elements? Lighting?

Feedback is welcome :)

1029
I've tried in earnest to replicate Njen's material, but did not arrive at the expected results:




After RTFM, Allegorithmic recommends the following texture import settings for rendering in Corona, which produces the following:






Adopting these recommendations in part (see matgraph headers below):




Again, I've tried to reduce the need for a second material, resulting in the following; includes partial adherence to the Allegorithmic texture import settings as above:




Substance Painter 2018.2.1 IRay render [reference]


As far as I can tell, using two materials is buying some realism in the way of fresnel falloff, which I assume is the point of the blend mask provided by Dubcat's Substance Painter export preset. However, barring other complexities not captured by the material properties of this asset, it seems like the single material graph is simpler and arrives at a nearly identical result(?)

Both the layered material and single material shown in this post use the following texture channel settings in Painter, and import settings in Max:





**link to assets used in this project






1030
Got it, and thanks for your help :)
My only other remaining question (for now), is whether there is a difference between 'base color' and 'diffuse', as there seems to be(?) If so, is this based on an export option in Painter?

1031
[..] rendered in Corona; texture import: Automatic

Here's your problem. All textures, except diffuse/base color has to be imported with gamma 1.0
And of course, plug them like Njen showed, except that you can omit disableIOR-9999 node, as to my best knowledge, it does absolutely nothing.

Could you clarify, "Automatic" import is gamma 2.2 and "Override" is gamma 1.0?
Why is it that Dubcat believed the disable IOR node was helping, but it is being suggested here that it is not making a difference. Is that just because he prepared his mat graph with an earlier version of Corona (1.4-1.5)?

1032
Decided to quickly throw this together for you...

First, thank you so much for taking your time to help address this issue. To be sure I understand, this is basically the Dubcat material network(?)

You pass the diffuse and glossiness into a falloff, both of which I assume follow the curve Dubcat described in his general purpose (orange) metal falloff(?)

You've done the fresnel IOR hack, and then blended the normal and height, and used a blend mask for the two materials.

The two images obviously look very similar. What are the two materials in question?

1033
[Max] I need help! / Substance Painter 2018.2.1 <> Corona 2
« on: 2018-08-18, 02:10:28 »
TL;DR: What is the correct export configuration in Substance Painter to alleviate the need for subsequent output modifications in 3ds Max / Corona

---

I have reviewed the available documentation and forum posts describing how to achieve parity between Substance Painter's Iray and realtime viewport with Corona Renderer. Almost all conversation concerning this topic points to Dubcat's post, which was last updated a little over 2 years ago.

---
 
All exported textures use the following color depth settings:



[TARGET APPEARANCE]
Substance Painter 2018.2.1 - IRay


Substance Painter 2 Corona export preset [rendered in Corona; texture import: Automatic]



Right off the bat, the glossiness is incorrect; never mind the fresnel IOR

Substance Painter 2 Dubcat export preset [rendered in Corona; texture import: Automatic]



I have prepared the material based on what is described in the forum post. Glossiness is incorrect, reflection color looks incorrect, but may be a function of the fresnel IOR(?) I am certain there is something wrong with the material graph for this shader, but I am unsure what exactly.

Substance Painter 2 Corona export preset [rendered in Corona; texture import: Automatic; glossiness tweak + IOR map]



Critically, the above material is a layered material. In any realtime renderer (e.g. UE4, Unity, Marmoset), a single shader could be used to accurately render the texture set for each asset; in fact, in UE4 only three textures are required, including a channel packed ORM (occlusion, roughness, metallic) texture. However, in 3ds Max / Corona, seven different textures, including a blend mask, a unique output curve, and two shaders are required to achieve the desired result.

---

It is clear that I am misunderstanding something essential about how to achieve parity between Substance Painter and Corona Renderer in terms of export / import settings, color depth, or the like.

Given that glossiness and fresnel tweaks go a long way to recovering the appearance from Substance Painter, the question becomes:

What is the correct export configuration in Substance Painter to alleviate the need for subsequent output modifications in 3ds Max / Corona

1034
I am experiencing the issue described at the outset of this thread, whereby an HDR map is being flipped horizontally in all viewports and at render time. My only solution thus far has been to invert the tiling on the U axis, which of course solves the problem, but why is this happening in the first place?

1035
[Max] I need help! / Re: Channel Packed Textures?
« on: 2018-08-07, 04:56:49 »
Nice, thanks y'all

Pages: 1 ... 67 68 [69] 70 71 72