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Messages - romullus

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7262
Displacement: this is known. Devs are working on it and hopefully there will be fix soon.
Legacy: this is how it should be. All materials created in previous versions will load with legacy checked on to ensure exact look.

7263
You have displacement enabled and its max level is set to 100cm. What is your scene scale?
Also, can you show how that stucco_normal texture looks?

7264
Do you have rounded corners enabled on that material? If so, try to disable it or reduce radius.

7265
I had similar instance about a week ago (post 1.1 build). Single sphere has CoronaMtl applied with gradient ramp in diffuse slot. I turned on show in viewport for that gradient ramp and viewport performance dropped to 1-5 fps. Then assigned standart material to that sphere, plugged in that same gradient ramp, turned show in viewport on and fps was in range of hundreds. After scene reset i wasn't able to reproduce it, hence didn't reported.

7266
General CG Discussion / Re: News from Maxon: C4D-R17!
« on: 2015-08-06, 09:08:01 »
I hope this means they have some big stuff in store for R18!

That's exactly how 3ds max users feels after each new versions announcement :]

7267
Gallery / Re: Fake Lumias
« on: 2015-08-05, 21:09:22 »
So... when we can buy those?

7268
[Max] I need help! / Re: installed files list
« on: 2015-08-05, 18:42:58 »
You can choose "just unpack" option during installation. That will give you all Corona files in one folder.

7269
Off-Topic / Re: Real World Diffuse and Specular
« on: 2015-08-05, 11:12:55 »
Added picture of my new kit. I read somewhere that it had to be linear filters. Guess it was a lie,  because I get the same result with my new circular filters.

I don't think it's a lie. Circular polariser has additional filter glued to it, which changes polarisation. So the one that is attached to light source should be linear to get best results... unless you mount cir-pol filter in reverse (i.e. inner thread pointing to light source), that maight work :] What kind of polariser is attached to camera lens doesn't really matter.

I've upgraded my kit again. The camera flash was too harsh and gave me problems when the room was too dark, since I need longer shutter. I have mounted a 110 lumen LED flashlight with parchment paper in front to diffuse the light.
I took some test pictures of an old white wall, the pictures are calibrated with ColorChecker this time. The only light source was the LED flashlight, 3 sec shutter.
I want to diffuse and spread the light even more, maybe I can add another layer of paper or fabric.

Your LED flashlight has smaller surface area, so it should give you even harsher light. Also camera flash has 100% CRI, while LED gives you 80-90% at best. You want highest possible CRI for that kind of job, i guess. I'd stick with flash. Go full manual and you'll be able to find aperture and flash output combination that gives correct exposure in pitch dark room. Also set widest possible zoom on flash and use built in diffuse filter if 430 ex has such to eliminate vignette.

I shoot RAW in full manual mode. Then I import the pictures into Photoshop and in 32 bit mode use (Subtract). It has to be the Albedo that is subtracted from the specular.

I turned the specular to black and white to see how the result would be.

Somehow i think that math in Filmic games article is a bit more complex than that, but that is just my personal opinion not based on experience :]

7270
[Max] Daily Builds / Re: Daily Builds
« on: 2015-08-04, 11:05:47 »
Yes, there is. Look for it at render settings>performance>interactive rendering># of threads override

7271
In your first example reflection is blurry more due to rough surface of pavement than DOF. You can see this if you compare vertical and horizontal features in girl's reflection - see how horizontal lines are blurred much more than vertical ones? Also look at the man's in background head reflection. It lies in focus area, but is very blurry.

7272
General CG Discussion / Re: Disney's Hyperion Renderer
« on: 2015-08-03, 14:08:33 »
Nuclear explosion in other room seen through keyhole

This would present a challenge to any physical camera too :]

7273
And if you don't believe in pictures i recorded a video :]


7274
Try quicksilver then.

7275
Off-Topic / Re: Real World Diffuse and Specular
« on: 2015-08-03, 11:52:23 »
I disassembled few lcd screens last year, so i have plenty of polarised film. Did take some pictures with them to get specular free textures. Never knew i can use it to get specular component out of pictures, though. But how do you apply a math expressed in aforementioned article? Through photoshop layer blending perhaps?

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