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Messages - Bornix

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1
Technically, it works. Practically in a scene I have several shadowcatcher illuminators that illuminate my object with a schadowcatcher. Maybe I will change the scene.


I found an intermediate solution that works in my case. Double Sided material, where one is transparent.

2
Hi,

I have two objects.

I would like one object to be invisible to the camera, casting a shadow and reflections but at the same time obscuring everything hidden behind it so that the alpha is transparent ( there should be a background in place of the object).
All in all, something like a Boolean operation, I cut one object with another but it needs all the shadows and reflections.

Any ideas how to do this?

3
Hi!

It is impossible to use CoronaShadowCatcherMtl with new Physical Glass Material. There is only one solution to use old legacy material and check Thin (no refraction) option. Will you ever improve Shadowcatcher in future?

Hi, can you please clarify what's the issue, please share some reproduction steps as to why is not working for you.

Thanks,

I made simple scene look:

It is impossible to made glass transparent in alpha channel with new physical materials. Shadowcatcher is not working with refraction even with thin shell option set on. Is there any chance that Shadowcatcher would work with refraction in future?

4
Hi!

It is impossible to use CoronaShadowCatcherMtl with new Physical Glass Material. There is only one solution to use old legacy material and check Thin (no refraction) option. Will you ever improve Shadowcatcher in future?

5
How about bump in new PBR materials? As I remember in many tutorials there was a rule that correct bump is 0-0,1. 1 is unnatural and too strong in legacy material. Is this "rule" still correct?

I would really like an official source for this, if possible^

I'm also starting to think that I worked at the wrong place where I was taught the wrong methods and habits.

6
How about bump in new PBR materials? As I remember in many tutorials there was a rule that correct bump is 0-0,1. 1 is unnatural and too strong in legacy material. Is this "rule" still correct?

7
[Max] I need help! / Re: Separating reflections?
« on: 2020-05-06, 10:14:50 »
Thank you for your help!

8
[Max] I need help! / Separating reflections?
« on: 2020-04-29, 16:23:02 »
Hello!

I created a simple scene that shows my problem. There is a blue wall, this color is on brass reflections and table. If I would like to change color in photoshop of the wall and all of blue reflections, there are plenty of solutions for example color range.



Using CESSENTIAL_Reflect I have every reflections, brass, wall, table. It is possible to render only blue wall reflections on every objects and materials? Decompose reflections? To have blue color mask directly from render. Or I am over engineering it? Do it in photoshop and go away ;D?

9
[Max] I need help! / Shadow catcher interior scene.
« on: 2019-10-08, 20:41:34 »
Hello!

I have simple interior test scene. There is object on the shelf, two windows (with corona portals), sun light + skylight + one corona light inside. I want to catch only object shadows from shelf and the wall (the wall, floor, ceiling is one single mesh). How to do this correctly?

edit:
This is how my alpha look:

It's grey for walls etc not pure black.

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