Author Topic: cjwidd render thread  (Read 29594 times)

2019-02-12, 09:39:19

cjwidd

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Domorond
*Original design by Jean Louis Iratzoki
*Walnut model by LuckyFox

« Last Edit: 2020-12-22, 00:52:43 by cjwidd »

2019-02-12, 09:39:58
Reply #1

cjwidd

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Wave
*Inspired by Nike LunarEpic Flyknit

« Last Edit: 2020-03-11, 10:34:32 by cjwidd »

2019-02-12, 09:40:45
Reply #2

cjwidd

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Wave II,
*Inspired by Lucas Josefsson

« Last Edit: 2020-03-11, 10:33:11 by cjwidd »

2019-03-03, 23:49:57
Reply #3

cjwidd

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Triangles
*inspired by Jan Kaluza





« Last Edit: 2020-03-11, 10:33:22 by cjwidd »

2019-03-04, 10:45:33
Reply #4

Nejc Kilar

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I'm a silent observer of this thread. Some visually pleasing stuff you got there, please continue posting :) Great stuff!

2019-03-04, 17:17:08
Reply #5

cjwidd

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Haha, thanks :)

2019-03-04, 17:20:07
Reply #6

cjwidd

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*inspired by the Educational Centre in El Chaparral in Grenada, Spain (Alejandro Munoz Miranda)





« Last Edit: 2019-10-21, 19:21:12 by cjwidd »

2019-03-04, 19:25:20
Reply #7

romullus

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I think your topic would fit more in the WIP board. Let me know if you want to move it. And yes, of course, very nice renders! :]
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2019-03-04, 20:47:33
Reply #8

cjwidd

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I'm not sure I would describe the renders I've posted to this thread as works in progress (WIP). The renders are bite-size in scope, with some exceptions, but they are complete. I think the learner's corner is a reasonable middle-ground between the WIP board and the gallery, which often showcases (literally) world class renders.

2019-03-04, 22:08:01
Reply #9

romullus

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It's not only for WIPs, but also for various tests or quick doodles. But of course, if you're feeling comfortable with learners' corner board, than that's perfectly fine :]
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2019-03-04, 22:44:07
Reply #10

cjwidd

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Righteous, thanks :)

2019-03-10, 09:43:14
Reply #11

cjwidd

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Dustpan
- 3D game-ready model: 1,974 polys
- 4k texture set (PBR): diffuse, glossiness, height, IOR, normal, reflection
- Free download





« Last Edit: 2019-10-22, 01:44:59 by cjwidd »

2019-03-15, 05:53:50
Reply #12

cjwidd

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Pickaxe
- 3D game-ready model: 1,996 polys
- 4k texture set (PBR): diffuse, glossiness, height, IOR, normal, reflection
- Free download


« Last Edit: 2020-03-11, 10:33:55 by cjwidd »

2019-03-27, 18:37:09
Reply #13

cjwidd

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Nail
- 3D game-ready model: 300 polys
- 2k texture set (PBR): diffuse, glossiness, height, IOR, normal, reflection
- Free download



« Last Edit: 2019-10-22, 01:45:25 by cjwidd »

2019-03-27, 21:51:55
Reply #14

actrask

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I really like the colors in the Educational Centre renders

2019-03-28, 00:23:07
Reply #15

cjwidd

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Thanks man, it took some time to prepare the colors like that - the entire room is white, all the colors come from volumetric scattering.

2019-04-05, 00:48:29
Reply #16

cjwidd

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Miner Candle Holder
- 3D game-ready model: 1,122 polys
- 4k texture set (PBR): diffuse, glossiness, height, IOR, normal, reflection
- Free download

« Last Edit: 2020-03-11, 10:34:45 by cjwidd »

2019-04-28, 09:35:50
Reply #17

cjwidd

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Tetra Light
*inspired by Hollis+Morris



« Last Edit: 2020-03-11, 10:37:49 by cjwidd »

2019-04-30, 10:04:04
Reply #18

cjwidd

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Angkor Tiles
*inspired by Angkor Wat, Cambodia



« Last Edit: 2020-03-11, 10:38:31 by cjwidd »

2019-05-10, 10:03:21
Reply #19

cjwidd

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Carapace
*inspired by H.R. Giger



« Last Edit: 2020-03-11, 10:39:16 by cjwidd »

2019-06-07, 16:58:34
Reply #20

cjwidd

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Trowel [FREE]
- 3D game-ready model: 1,432 polys
- 2k texture set (PBR): diffuse, glossiness, height, IOR, normal, reflection
- Free download




« Last Edit: 2020-03-11, 10:39:24 by cjwidd »

2019-06-08, 20:55:54
Reply #21

cjwidd

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Vamizi II
*inspired by Vamizi Island, Mozambique

« Last Edit: 2020-03-11, 10:39:31 by cjwidd »

2019-06-12, 17:54:10
Reply #22

cjwidd

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Wachter Prosthetic Knee Joint (Adult-K1)
*poster study







« Last Edit: 2019-10-22, 01:49:52 by cjwidd »

2019-06-13, 11:53:51
Reply #23

maru

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What the hell? :D This is amazing!

2019-06-13, 17:45:41
Reply #24

cjwidd

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haha, thanks Maru :) Did you like one of the posters, or were you reacting to something else in the thread?

2019-06-13, 23:24:35
Reply #25

actrask

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those are incredible XD

2019-06-14, 15:45:59
Reply #26

maru

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haha, thanks Maru :) Did you like one of the posters, or were you reacting to something else in the thread?
I liked ALL of those images!

2019-07-05, 16:59:25
Reply #27

cjwidd

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Apples
*inspired by Finnish design




« Last Edit: 2020-03-11, 10:40:21 by cjwidd »

2019-07-08, 14:01:14
Reply #28

Buzzz

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Nice, more real!!!

2019-09-17, 16:32:36
Reply #29

cjwidd

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Gold Bricks



« Last Edit: 2020-03-11, 10:40:31 by cjwidd »

2019-09-26, 21:14:22
Reply #30

cjwidd

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Brick Overgrown

« Last Edit: 2020-03-11, 10:40:40 by cjwidd »

2019-09-26, 21:17:39
Reply #31

cjwidd

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Wood & Dry Cement
*inspired by Enrico Tammekänd

« Last Edit: 2020-03-11, 10:40:46 by cjwidd »

2019-09-26, 21:19:39
Reply #32

cjwidd

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Wood & Wet Cement
*inspired by Enrico Tammekänd

« Last Edit: 2020-03-11, 10:40:52 by cjwidd »

2019-09-26, 21:26:13
Reply #33

cjwidd

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Brick Painted

« Last Edit: 2020-03-11, 10:40:58 by cjwidd »

2019-09-26, 21:46:43
Reply #34

cjwidd

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Cover Cloth
Wall covering; scan-based material
Photoshop | 3ds Max | Corona Renderer



« Last Edit: 2020-10-17, 10:49:52 by cjwidd »

2019-09-26, 23:17:29
Reply #35

actrask

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Nice lighting on that cloth!

2019-09-26, 23:31:58
Reply #36

cjwidd

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Nice lighting on that cloth!

Thanks hombre :D

2019-09-27, 02:20:59
Reply #37

Mr.Max

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Really inspiring work here! I loved the substance work especially that gold bricks..and the apples shots are great too
Simply, I love to put pixels together! Sounds easy right : ))
https://www.behance.net/NawrasRyhan

2019-09-27, 05:16:58
Reply #38

cjwidd

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Thanks mate, and just to clarify, the gold bricks were created using 3ds Max (MassFX) and Quixel Mixer!
« Last Edit: 2019-09-28, 15:54:08 by cjwidd »

2019-09-28, 04:37:12
Reply #39

Mr.Max

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Thanks mate, and just to clarify, the gold bricks were created using Quixel Mixer!
aha okay  , it looks great anyway! = D
keep em coming
Simply, I love to put pixels together! Sounds easy right : ))
https://www.behance.net/NawrasRyhan

2019-10-04, 17:39:27
Reply #40

cjwidd

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Remnants
*inspired by 'Remnants / Visions' and 'Earthly Bodies: Houston Brick Archive' by Alexander Squier

« Last Edit: 2020-03-11, 10:41:21 by cjwidd »

2019-10-14, 16:32:44
Reply #41

cjwidd

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Ivy

« Last Edit: 2020-03-11, 10:41:27 by cjwidd »

2019-10-16, 09:18:22
Reply #42

IsmaeL

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Really nice stuff in here. Keep going with this, it looks like your having fun.

PS: Would love a tutorial on the scanned cloth in substance.
Falling in love with Corona

2019-10-17, 01:33:17
Reply #43

cjwidd

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Appreciate it Ismael, thank you :)

Yeah if you have any questions, feel free to ask

2019-11-29, 17:33:48
Reply #44

cjwidd

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Traverse Bench
*traverse bench model from designconnected.com
*neon sign model from turbosquid.com
Assets re-textured for production









« Last Edit: 2019-12-06, 07:12:58 by cjwidd »

2019-12-15, 23:11:22
Reply #45

cjwidd

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Baroque
*original lighting / composition by Andrew Trask




« Last Edit: 2020-03-11, 10:42:23 by cjwidd »

2019-12-31, 19:25:47
Reply #46

cjwidd

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Beton Brut Container
*original design and concept by Light + Ladder



« Last Edit: 2020-02-08, 00:56:46 by cjwidd »

2020-01-03, 03:10:02
Reply #47

cjwidd

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Stylized re-skin of an Icelandic rock assembly from the Megascans library using Mixer 2020 (beta).




2020-01-03, 11:16:36
Reply #48

romullus

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Nice transformation! Would love to see short making-of.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2020-01-03, 16:55:54
Reply #49

cjwidd

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Thanks @romullus, yeah I'll try to put together a few slides and share to the thread - good idea!

*once the software goes live, of course

2020-01-10, 22:27:03
Reply #50

cjwidd

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Cellar Door
*material exploration with Mixer 2020 (beta)



« Last Edit: 2020-03-11, 10:32:48 by cjwidd »

2020-02-07, 20:31:53
Reply #51

cjwidd

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Lazarus
*lighting study





« Last Edit: 2020-03-11, 10:43:21 by cjwidd »

2020-02-12, 12:47:40
Reply #52

cjwidd

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Yellow Hallway
*original photography by Ondrej Polak (© Schindler Seko Architects)

« Last Edit: 2020-03-11, 10:31:29 by cjwidd »

2020-02-24, 19:14:20
Reply #53

cjwidd

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Snakeball 🐍
*inspired by Roman Bratschi.
*Height (base): Substance Designer
*Albedo, Normal, Glossiness, Metalness, Height (detail): Mixer 2020 (beta)
*Base mesh: Roman Bratschi











« Last Edit: 2020-03-11, 10:32:29 by cjwidd »

2020-02-24, 19:43:07
Reply #54

Fluss

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cool, I like your thread, keep it up

2020-02-25, 04:25:17
Reply #55

cjwidd

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Thanks @Fluss, I really appreciate the kind words :)

2020-02-25, 15:34:18
Reply #56

maru

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The snake ball is so pleasant to look at!

2020-02-25, 19:26:07
Reply #57

cjwidd

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It's kind of hypnotic 😵

Thanks Maru, and btw, check the ArtStation page for a Marmoset animation - it's pretty wild

2020-02-26, 11:40:27
Reply #58

Fluss

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You should make a looped gif from this, it would make a good phone wallpaper

2020-02-26, 11:56:20
Reply #59

cjwidd

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@Fluss Haha, you should check the Artstation page(!)

2020-02-26, 15:52:34
Reply #60

Fluss

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I did ! I meant the narrower shots rendered in corona.

2020-02-26, 16:53:06
Reply #61

Fluss

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How did you approach the base mesh modeling btw? I'm curious

2020-02-26, 18:36:04
Reply #62

cjwidd

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Oh yeah, I really wanted to render the animation in Corona and I even set up the key frames, etc. I just don't have enough horsepower on my home workstation for something like that - it would probably take >12hrs to render at 1k.

The base mesh actually came from Roman Bratschi on Gumroad - looks like it was originally modeled in C4D.
« Last Edit: 2020-02-26, 19:31:35 by cjwidd »

2020-03-11, 10:29:26
Reply #63

cjwidd

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Pavement
*material prepared during the Mixer 2020 beta
*lighting and composition inspired by Viz-People




2020-03-12, 11:44:49
Reply #64

cjwidd

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Airport Wall
*material inspired by interior architectural design elements from Dulles International Airport





« Last Edit: 2020-03-13, 05:59:24 by cjwidd »

2020-03-12, 11:58:07
Reply #65

Jpjapers

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Gorgeous renders. You have nothing to worry about with your lighting! I wish i had the time to dig into quixel mixer and substance.
« Last Edit: 2020-03-12, 12:04:40 by Jpjapers »

2020-03-12, 14:24:10
Reply #66

ts_berlin

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hey, great renders!
Which lighting you use in the stills, they are sharp and clean?

Best, thomas

2020-03-12, 20:35:29
Reply #67

cjwidd

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@Jpjpapers thanks a lot man, and thank you for sharing those resources in that other thread, particularly Vizguru's Patreon - his work is an interesting study.

2020-03-13, 05:20:38
Reply #68

cjwidd

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@ts_berlin

You can see the light arrangement in the image below. There is also an HDRI 'StudioAtm_07_xxl' by Dosch Design.


2020-03-13, 10:58:31
Reply #69

ts_berlin

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@cjwidd

thank you for the screenshot, are you using a special LUT or tonemapping?

Best, Thomas

2020-03-14, 08:53:05
Reply #70

cjwidd

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@ts_berlin Good question, actually I did use an unusual LUT that I picked up from CGBandit(?) It's some sort of gamma LUT.


2020-03-14, 09:18:33
Reply #71

GeorgeK

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Congrats cjwidd, lovely art and technical stuff.
For solutions and troubleshooting please visit - [link]
Please submit your tickets here - [link]

2020-03-14, 11:34:12
Reply #72

cjwidd

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Thank you so much @GeorgeK, I really appreciate that ❤️

2020-03-14, 19:47:08
Reply #73

prince_jr

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Airport Wall
*material inspired by interior architectural design elements from Dulles International Airport







hi cjqidd
the material is amazing! can you give any insight into the wall material? ...especially displacement, bump?

2020-03-15, 07:22:40
Reply #74

cjwidd

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hi cjqidd
the material is amazing! can you give any insight into the wall material? ...especially displacement, bump?

A base height map was generated in Substance Designer and then passed to Quixel Mixer for refinement, including additional height and normal details, albedo, and glossiness. If you would like, I am happy to prepare a short video to review the process.

2020-03-15, 09:00:09
Reply #75

prince_jr

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This would be very kind! Even though I know substance designer and quixel mixer by name, I never used it or gave it a try.
Do you think it's essential to work with these tools for getting realistic renders?

2020-03-15, 09:30:17
Reply #76

cjwidd

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@prince_jr It is not necessary to learn Substance Designer or Quixel Mixer to prepare realistic renders, but a 'realistic' render is a function of many different factors, including materials (texture sets). If you need a specific material that does not already exist, then you will need to create one. Software like Substance Designer and Quixel Mixer enable that type of creativity.

2020-03-15, 10:43:30
Reply #77

romullus

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A base height map was generated in Substance Designer and then passed to Quixel Mixer for refinement, including additional height and normal details, albedo, and glossiness. If you would like, I am happy to prepare a short video to review the process.

I would be interested to see such video as well.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2020-03-16, 03:55:36
Reply #78

cjwidd

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Nice transformation! Would love to see short making-of.

Hey @romullus, I put together a "short" video describing the process if you are curious. Please let me know if you have any questions :)

« Last Edit: 2020-03-16, 06:57:52 by cjwidd »

2020-03-16, 16:34:17
Reply #79

romullus

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Thank you very much! I probably will take a look at Mixer someday - looks like a neat app.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2020-03-16, 20:06:56
Reply #80

prince_jr

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thanks for the insight! I appreciate!

2020-03-28, 06:50:03
Reply #81

cjwidd

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@prince_jr you had asked some questions about the Airport Wall material a little while ago and I recently did a live stream where I discuss that surface in some detail:

Also, to the Corona Team, thank you so much for all your support on the forums and beyond, I have a lot of love for Corona Renderer and I was happy to say as much during the stream ❤️


2020-04-02, 08:13:47
Reply #82

cjwidd

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First baby steps with TyFlow




« Last Edit: 2020-04-02, 22:28:00 by cjwidd »

2020-04-21, 21:01:44
Reply #83

cjwidd

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Dedication [fan art]
*inspired by Owen Gildersleeve
*tribute to 2014 Quixel rebrand




2020-04-30, 05:04:02
Reply #84

cjwidd

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Script to toggle object visibility in 3ds Max (link)
*code by @Frood


« Last Edit: 2020-07-24, 10:29:02 by cjwidd »

2020-04-30, 09:03:56
Reply #85

Fluss

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I like your input cjwidd, really beneficial to the forum. Thx for the share.

2020-04-30, 09:12:28
Reply #86

cjwidd

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Thanks @Fluss, and you as well :)

2020-07-18, 09:59:23
Reply #87

cjwidd

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Shaderball / Fabric Shaderball
3ds Max 2017 scene file - Corona Renderer

Gumroad link




2020-07-23, 22:08:52
Reply #88

cjwidd

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Succulent shader test
SIMULAT

« Last Edit: 2020-07-24, 00:53:45 by cjwidd »

2020-07-23, 23:18:50
Reply #89

romullus

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Is this scan? Looks very good.
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2020-07-24, 01:00:00
Reply #90

cjwidd

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Yessir, pretty good LODs, but messy geo, and I color corrected the albedo quite a bit. Other than that, it's a good scan. The volumetric scattering and post processing LUT is doing a lot of the legwork in this image.

I added a hyperlink to the asset store.
« Last Edit: 2020-07-24, 06:45:26 by cjwidd »

2020-07-24, 21:48:16
Reply #91

cjwidd

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Parquet | Substance Designer | Corona Renderer
*procedural material

« Last Edit: 2020-08-09, 10:52:31 by cjwidd »

2020-07-24, 23:32:22
Reply #92

romullus

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I alway wanted to learn substance designer, but never find enough courage to start. Nice parquet!
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2020-07-25, 00:28:49
Reply #93

cjwidd

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Hey, thanks Romullus, I appreciate that :)

2020-07-25, 22:29:29
Reply #94

cjwidd

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High Plains; look development (VFB)

Wall covering: Substance Designer
Crassula Ovata (Sunset Jade): SIMULAT


2020-08-09, 10:13:06
Reply #95

cjwidd

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Acousticord
*scan-based material
*zoom for fuzzz

Green


Grey
« Last Edit: 2020-08-15, 09:30:57 by cjwidd »

2020-08-12, 16:07:26
Reply #96

GeorgeK

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pretty great fabrics, what did you do for the fuzziness?
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2020-08-12, 20:23:57
Reply #97

cjwidd

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Hey George, thanks :)

The two surfaces were processed from 1200 DPI scans of a wall covering; raw scan data included high resolution fiber details, etc. The 3d fuzz was created using a hair / fur (WSM) system. The shader has a falloff map passed into the diffuse channel and a small amount of SSS.
« Last Edit: 2020-08-13, 06:52:31 by cjwidd »

2020-08-13, 09:12:51
Reply #98

GeorgeK

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Hey George, thanks :)

The two surfaces were processed from 1200 DPI scans of a wall covering; raw scan data included high resolution fiber details, etc. The 3d fuzz was created using a hair / fur (WSM) system. The shader has a falloff map passed into the diffuse channel and a small amount of SSS.

Pretty cool :)
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2020-08-13, 20:27:17
Reply #99

cjwidd

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Thanks George, props to my colleague who captured those scans - it was like looking under an electron microscope, the resolution!

2020-08-14, 16:09:23
Reply #100

maru

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At first I was "meh", but then I zoomed in the thumbnail! :O

2020-08-14, 20:40:16
Reply #101

cjwidd

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lol right? The fuzzzzzz

In all seriousness, starting with a 1200 DPI scan was a huge benefit - you can see individual fibers in the scan, which is pretty incredible.
« Last Edit: 2020-08-14, 20:43:45 by cjwidd »

2020-08-15, 09:02:18
Reply #102

James Vella

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At first I was "meh", but then I zoomed in the thumbnail! :O

Wow yeah you are right, I didn't realize I could enlarge these images until you mentioned it. Well done on these materials they look fantastic!

2020-08-15, 09:31:14
Reply #103

cjwidd

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Hey James, thanks! :D

2020-08-24, 20:26:06
Reply #104

cjwidd

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Tealight Holder - Golden Buddha
Textured in Quixel Mixer 2020.1.4.xx
Base mesh by Johannes Lindqvist

« Last Edit: 2020-09-04, 11:26:50 by cjwidd »

2020-09-15, 16:36:13
Reply #105

cjwidd

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Buddha
3ds Max | Quixel Mixer | Corona Renderer





« Last Edit: 2020-09-17, 14:43:09 by cjwidd »

2020-10-07, 01:28:44
Reply #106

cjwidd

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Tealight Holder
3ds Max | Quixel Mixer | Corona Renderer


2020-10-07, 09:36:49
Reply #107

romullus

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Glaze cracks looks inverted and they doesn't affect specular much. Also there's visible seam at the object's top. Other than that, looks very good.

I'm curious to know, if there's specific reason why you prefer mixer instead painter, or mari?
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2020-10-07, 11:27:48
Reply #108

cjwidd

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Thanks Romullus, keen eye as always +1

It's really due to ease of access to the Megascans library. At one point I was looking for a tool to bridge Megascans into Painter and there was (briefly) one in development, but it never reached the market. I do use Painter, especially for map baking, but unless I need to hand paint some details, Mixer is much faster. Unfortunately Mixer does not currently support 8k export, which is an impediment in some cases.

2020-10-10, 13:24:38
Reply #109

cjwidd

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Interior
3ds Max | Quixel Mixer | Corona Renderer

« Last Edit: 2020-10-10, 13:32:46 by cjwidd »

2020-10-12, 09:06:32
Reply #110

cjwidd

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High Plains
Wall covering; procedural material
Substance Designer | 3ds Max | Corona Renderer






« Last Edit: 2020-10-17, 10:50:52 by cjwidd »

2020-10-12, 17:10:38
Reply #111

lupaz

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lol right? The fuzzzzzz

In all seriousness, starting with a 1200 DPI scan was a huge benefit - you can see individual fibers in the scan, which is pretty incredible.

Hi Cjwidd.
Do you mind if I ask you what did you use to scan?
Thanks.

2020-10-12, 20:04:47
Reply #112

romullus

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Nicely done! Would love to see the graph if you don't mind to show it.
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2020-10-12, 21:19:23
Reply #113

cjwidd

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@lupaz
The scan was originally captured with a Widetek flatbed scanner at 1200 DPI - super massive resolution (.PSB) and is processed down to an 8k tile. A lot of the shading legwork is being done in Max / Corona Renderer in this case, i.e. SSS, diffuse falloff, hair / fur, etc.
« Last Edit: 2020-10-12, 21:28:53 by cjwidd »

2020-10-12, 21:23:59
Reply #114

cjwidd

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@romullus
It's a complicated-ish graph with a couple of custom generators at work to do the stitching across the main stripe pattern and also a flood fill operation.


2020-10-13, 00:40:26
Reply #115

lupaz

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@lupaz
The scan was originally captured with a Widetek flatbed scanner at 1200 DPI - super massive resolution (.PSB) and is processed down to an 8k tile. A lot of the shading legwork is being done in Max / Corona Renderer in this case, i.e. SSS, diffuse falloff, hair / fur, etc.

Oh. I thought you were doing a 3D scan.

2020-10-13, 00:49:33
Reply #116

cjwidd

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@lupaz I'm not totally sure what you mean? Do you mean a photogrammetry based approach to scanning a surface?

2020-10-14, 13:14:15
Reply #117

cjwidd

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Lunette
Wall covering; scan-based material
Substance Designer | 3ds Max | Corona Renderer





« Last Edit: 2020-10-17, 10:51:15 by cjwidd »

2020-10-14, 13:58:54
Reply #118

romullus

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@romullus
It's a complicated-ish graph with a couple of custom generators at work to do the stitching across the main stripe pattern and also a flood fill operation.

Nice graph, thanks for showing it! I always wanted to learn Substance Designer. Maybe one day...
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2020-10-15, 07:47:24
Reply #119

cjwidd

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Nice graph, thanks for showing it! I always wanted to learn Substance Designer. Maybe one day...

SD is a pretty intimidating software; I picked up SD and instantly put it down probably five times before ever really spending time with it.

2020-10-15, 10:44:49
Reply #120

cjwidd

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Uppercase
Wall covering; scan-based material
Substance Designer | 3ds Max | Corona Renderer



« Last Edit: 2020-10-26, 08:13:05 by cjwidd »

2020-10-15, 15:32:36
Reply #121

lupaz

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@lupaz I'm not totally sure what you mean? Do you mean a photogrammetry based approach to scanning a surface?

Right. I thought maybe you were referring to photogrammetry or laser scanning.

2020-10-17, 01:34:46
Reply #122

cjwidd

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Bristol
Wall covering; scan-based material
Photoshop | 3ds Max | Corona Renderer



« Last Edit: 2020-10-26, 08:13:24 by cjwidd »

2020-10-21, 11:40:55
Reply #123

cjwidd

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Alma
Wall covering; scan-based material
Photoshop | 3ds Max | Corona Renderer



« Last Edit: 2020-10-26, 08:13:42 by cjwidd »

2020-10-21, 11:51:00
Reply #124

Juraj

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Great tiling? What method did you use?
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2020-10-21, 22:33:26
Reply #125

cjwidd

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@Juraj, Afraid I can't take credit in that regard; the tile is larger than the camera frame so no seams are visible.
« Last Edit: 2020-10-21, 22:37:46 by cjwidd »

2020-10-24, 02:49:57
Reply #126

cjwidd

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Senza
Wall covering; scan-based material
Photoshop | 3ds Max | Corona Renderer



« Last Edit: 2020-10-26, 08:13:57 by cjwidd »

2020-10-26, 09:25:16
Reply #127

cjwidd

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Akasha
Wall covering; scan-based material
Photoshop | 3ds Max | Corona Renderer




2020-11-05, 10:50:37
Reply #128

cjwidd

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Kessel
Wall covering; procedural material
Substance Designer | 3ds Max | Corona Renderer




2020-11-07, 22:13:44
Reply #129

cjwidd

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Cataphote (rear wave dents)

2020-11-08, 15:45:17
Reply #130

GeorgeK

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ooo me likey, this one! nice cataphote!
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2020-11-08, 15:55:18
Reply #131

romullus

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Nice one indeed. Substance Designer? Displacement, or normal map?
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2020-11-09, 00:49:52
Reply #132

cjwidd

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Hey guys, thanks! Definitely an unusual material - I pulled a normal map from the Substance Source library and built a shader around that.

Basically it's a translucent plastic with a clear coat and imperfections.

« Last Edit: 2020-11-09, 01:04:53 by cjwidd »

2020-11-09, 10:14:57
Reply #133

romullus

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I wonder, why are you color correcting normal map?
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2020-11-09, 20:42:27
Reply #134

cjwidd

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@romullus Yeah, that is a good question. tldr; gamma correction

The normal map is being imported with a gamma override (1.0) and then a 0.45 gamma correction is being applied in the color correct texmap.

Technically, the normal map could be imported with an automatic (recommended) 2.2 gamma correction, and then the color correct texmap would not be necessary, but I'm so accustomed to applying gamma override (1.0) to normal maps on import, I didn't want to adjust the import settings for this one map.

The normal map was baked out from a .SBSAR in the Slate Material Editor and I think a gamma curve is being applied internally during that operation(?) I've been talking to the integrations team about it to get some clarification.


2020-11-10, 21:32:19
Reply #135

romullus

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The normal map was baked out from a .SBSAR in the Slate Material Editor and I think a gamma curve is being applied internally during that operation(?) I've been talking to the integrations team about it to get some clarification.

I think gamma was applied during saving. Depending on how you were saving, you either have to do it with default gamma, or with gamma override - 3ds max is very inconsistent here. And to add to confusion, if you save to PNG, max saves its thumbnail with wrong gamma.
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2020-11-22, 06:50:12
Reply #136

cjwidd

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Bifold doors
*model by Phong Le Van

« Last Edit: 2020-11-28, 02:06:20 by cjwidd »

2020-11-22, 10:04:32
Reply #137

Juraj

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I love door/window detailing :- ). Saving for my modeler.
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2020-11-24, 20:25:39
Reply #138

cjwidd

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[removed]
« Last Edit: 2021-06-07, 06:13:18 by cjwidd »

2020-11-24, 21:54:47
Reply #139

romullus

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Nice, but 7 hours for that small resolution? Ouch! Is it slow CPU, or complexity of the scene/material?
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2020-11-24, 22:04:08
Reply #140

cjwidd

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I let it run overnight, so I'm not sure at what point the image converged at an acceptable noise ratio (~3%), but it's true the image is rendering slow (Threadripper 2950x, 64Gb RAM).

- hair is probably using a more complex material than it needs to
- plaid is using a more complex material than it needs to
- could probably run a rayswitch on the chair metal to speed up the GI calculation

Really my issue is with the blanket, which I think is using an SSS + displacement + opacity; probably overdoing it and just need to balance the falloff in the diffuse channel. Right now the plaid material looks like gauze or a sponge or something :/
« Last Edit: 2020-11-24, 22:38:45 by cjwidd »

2020-11-25, 09:30:55
Reply #141

Juraj

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is using an SSS + displacement + opacity

Yeah I tried using similar killer combo once.. It's like 100x render time multiplier. I was trying that 'invisible surface/volumetric inside' trick.
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2020-11-25, 10:19:26
Reply #142

cjwidd

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Yeah I tried using similar killer combo once.. It's like 100x render time multiplier. I was trying that 'invisible surface/volumetric inside' trick.

lol yeah that's exactly what I was trying to do and it just hasn't really worked as expected.

Trying something different with basically just vol. scattering and it seems to be working better.

2020-11-25, 10:28:08
Reply #143

Juraj

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Exactly. Both my client and Veronika told me the result looked like alien crap and instead switched to full-scale geometry scattering (of fibers inside volume).
Which produced billion polies, render-multiplier still something like 5x at least but looked good.
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2020-11-25, 22:34:19
Reply #144

cjwidd

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switched to full-scale geometry scattering (of fibers inside volume).

TyFlow or Forest Pack for scattering, j/c?

2020-11-28, 02:06:57
Reply #145

cjwidd

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Sweater
Model / textures: Friendly Shade
Hair / fur: Ornatrix


2020-12-01, 10:33:33
Reply #146

Bormax

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This looks great!

2020-12-01, 12:10:32
Reply #147

cjwidd

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Thanks Bormax, obviously credit to Friendly Shade for the model and texture set.

I had a harder time creating a shader to represent the cozy / fuzzy / fabric feeling of a chunky knit sweater than I expected, but I feel like this comes close.
« Last Edit: 2020-12-02, 09:24:40 by cjwidd »

2020-12-03, 21:41:32
Reply #148

wilbertvandenbroek

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The sweater is awesome. I'm also working with clothing renders and have just subscribed to Ornatrix. Any tips for a newby on how to go and create such a fine woolly cloth?

2020-12-03, 23:12:25
Reply #149

cjwidd

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Hair / Fur with Ornatrix is super easy, but remember that hair / fur is scale dependent so be cognizant of the Xform of the object being groomed etc.

Ornatrix and hair / fur grooming, in general, requires some experimentation to get the right look for the asset. I've attached the groom for the sweater here (see attached).
« Last Edit: 2020-12-04, 10:40:12 by cjwidd »

2020-12-04, 18:56:08
Reply #150

wilbertvandenbroek

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Yess that is awesome, I'll have a look at it right after the weekend.

2020-12-06, 09:21:06
Reply #151

Juraj

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How is the memory usage with Ornatrix?

Hair&Fur gets brutal consumption and prepass computation at what I consider pathetically low amount of fibers.

On other hand, I still have no idea how to scatter (with CoronaScatter) renderable splines that stay as "hair" and not tiny meshes(tubes/planes). I want to use Hair primitives, but with scatter so I can get billions of fibers.
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2020-12-06, 10:29:31
Reply #152

romullus

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I want to use Hair primitives, but with scatter so I can get billions of fibers.

That could be nice feature for Corona scatter if it could take splines as input and give hair primitives as output. A nice alternative to Vray fur.
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2020-12-06, 12:36:13
Reply #153

cjwidd

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Speaking of scattering... testing snow / ice with TyFlow




« Last Edit: 2020-12-08, 00:07:51 by cjwidd »

2020-12-06, 13:41:49
Reply #154

marchik

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Speaking of scattering... testing snow / ice with TyFlow
very nice! can we take a look at your tyflow setup? :D

2020-12-07, 11:20:37
Reply #155

Juraj

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Yes, don't show off, show us :- )
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2020-12-07, 11:57:01
Reply #156

romullus

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First two and last two examples are particularly nice!
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2020-12-07, 22:34:23
Reply #157

cjwidd

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I originally posted the project files to the TyFlow Facebook group where it was publicly available for a time; some users might still have the files. I was hoping to improve the effect, clean-up the project files, and re-upload, but I wanted to get some feedback from the forum before I make further changes.

'crystal_growth_v4 - testing mats' and 'crystal_growth_v5' (I think) are the most recent versions of the effect and use displacement instead of raw geo. In general this version is a lot easier to work with, but I also, personally, think the effect looks the best of the iterations posted above.



'crystal_growth_v2' and 'crystal_growth_v4' basically do a scattering operation on a blobmesh, but the implementation is pretty clumsy and requires a ton of scattered geo to get a "convincing" look of snow / ice; a blobmesh is generated on the surface of a target mesh based on a raycast routine, and then snowflake geo grows (scatters directionally) on the blobmesh. Not sure if it is possible to incorporate Ornatrix into that technique, but could improve memory performance.

« Last Edit: 2020-12-07, 23:38:30 by cjwidd »

2020-12-08, 00:25:47
Reply #158

cjwidd

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How is the memory usage with Ornatrix?

I haven't received any "System is running low on RAM" error messages while using Ornatrix so far, just doing basic scattering for fabrics. Is there a more explicit way to monitor memory consumption in Max / Corona Renderer, besides the Windows task manager?
« Last Edit: 2020-12-08, 01:27:48 by cjwidd »

2020-12-08, 08:03:57
Reply #159

wilbertvandenbroek

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How is the memory usage with Ornatrix?

I haven't received any "System is running low on RAM" error messages while using Ornatrix so far, just doing basic scattering for fabrics. Is there a more explicit way to monitor memory consumption in Max / Corona Renderer, besides the Windows task manager?

With the new version I didn't have any ram issues neither. However it is far less stable then V6, also V7 screws op most of the V6 files I created.

2020-12-08, 08:36:53
Reply #160

cjwidd

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^ugh, yikes. Hopefully that type of backwards compatibility issue will not persist in future versions. Happy that Corona Renderer supports Ornatrix though, that helps a lot.

2020-12-10, 15:10:05
Reply #161

wilbertvandenbroek

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Hair / Fur with Ornatrix is super easy, but remember that hair / fur is scale dependent so be cognizant of the Xform of the object being groomed etc.

Ornatrix and hair / fur grooming, in general, requires some experimentation to get the right look for the asset. I've attached the groom for the sweater here (see attached).

There seems to be something wrong with the importing of your xgroom. All modifiers are created but almost every value is zeroed out. Length of the hair, curling etc.
Any idea what may cause this? I'm using the latest version 7.
Also how did you create such a high quality clothing mesh. The details without the hair are also great.

2020-12-10, 21:13:29
Reply #162

cjwidd

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There seems to be something wrong with the importing of your xgroom. All modifiers are created but almost every value is zeroed out. Length of the hair, curling etc.

Not sure about this issue :/

Also how did you create such a high quality clothing mesh. The details without the hair are also great.

The sweater model and textures are from Friendly Shade, although it wouldn't be all that difficult to prepare a similar model in Marvelous Designer, if you are so inclined.

2020-12-15, 09:29:53
Reply #163

cjwidd

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Art test, 2019 (lighting / shading)
Copyright Dell Technologies (model)
*non-commercial, non-affiliated
*clay model was provided by the studio for an art test, I was asked to light and texture the asset based on reference images.











« Last Edit: 2020-12-15, 23:53:44 by cjwidd »

2020-12-16, 12:39:44
Reply #164

cjwidd

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Chair
3ds Max | Marvelous Designer | Ornatrix | Substance Painter | Corona Renderer


2020-12-16, 15:52:17
Reply #165

Fluss

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Looking good! There is something strange in the wall bump/normal. It looks inverted or something? Or maybe my eyes fool me

2020-12-16, 20:21:38
Reply #166

cjwidd

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Probably not inverted; it's a default Siger material. I think maybe the bump strength is high and it's creating a strong effect in response to the direct light? I'll have to check and make sure.

EDIT: there is an open window on both sides of the chair, so the wall bump is also catching highlights from the right-most light source.
« Last Edit: 2020-12-16, 20:37:38 by cjwidd »

2021-04-03, 00:30:07
Reply #167

cjwidd

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Montmartre
Wall covering; scan-based material
Photoshop | 3ds Max | Corona Renderer


2021-04-30, 19:18:31
Reply #168

cjwidd

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Mixer 2021 - Crunch Key Art
3ds Max | Corona Renderer | Photoshop
*artwork prepared in collaboration: James Lucas (Texture Artist), Wiktor Öhman (Art Lead), Jimmy Eriksson (Creative Lead)



« Last Edit: 2021-04-30, 19:23:40 by cjwidd »

2021-06-11, 04:31:52
Reply #169

cjwidd

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Trying to find a technique for shading realistic glitter without scattering flakes as geo - best result so far.
*scene by VizPeople