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Messages - James Vella

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1
I could be misinterpreting what you want but you can also just render the viewport if that looks exactly how you want to show your client

+ In top left viewport > Create preview > etc


2
Learner’s Corner / Re: Lack realism/photorealism
« on: 2024-03-20, 18:33:26 »
Yep I think you are correct, its far too low when you cant see the table top.

And yes sometimes when you have a high ceiling you have to deviate a little or pull the camera back to capture more. One of the things ive noticed when working closely with photographers is that we often cheat and pull the camera 2-3 meters back through the wall with clipping to show the ceiling, which is a bit unfair for the customer since they get an unrealistic view of the space but it does tend to sell well... Im not in the marketing game but I have some understanding of their requirements lol.

3
Learner’s Corner / Re: Lack realism/photorealism
« on: 2024-03-20, 15:29:50 »
Camera height is a game changer too, you set the camera at the eye level of a gnome, from this height almost no one will see these objects, so looking at these shots it seems as if something is wrong there. Try putting it on human eyes level, like 150-160cm, and if necessary - lower the camera target and apply "vertical tilt" on the camera, it will compensate perspective distortion.

While true, too low can be a problem. 150cm is far too high in most cases. Ive worked on site with photographers doing architectural shoots and typical height is between 110-120cm for a nice interior photograph. Sure you can deviate but just giving my 2c.

4
@Haikovisual is correct, it took me 2 years to get my account registered on scriptspot and now I have so much on github its just easier to promote through youtube and update in one place. Hopefully ill get around to updating it on scriptspot too one day but I have my workflow now.

5
[C4D] I need help! / Re: Max to c4d - preserve materials?
« on: 2024-03-12, 18:43:37 »
If you also use Vray you can use my scripts. So first convert Corona materials to Vray using the inbuilt function.

Download my Vray to FBX converter and run the script, save your scene as fbx and embed the textures. This script works only with Metal/Roughness workflow, so if you are using legacy/Glossiness workflows it wont work.
https://github.com/jmdvella/3dsmax-scripts/blob/main/JV_VrayRoughnessToFBX.ms

Then in C4D, run the python Convert to Corona script.
https://github.com/jmdvella/cinema4d-scripts/blob/main/JV_FBXMaterialsToCorona.py

6
[Max] Bug Reporting / Re: Material reflection BUG
« on: 2024-03-07, 11:54:06 »
You sure your plane has these settings?

Maybe also check your wood material, maybe something weird enabled.

7
[Max] Bug Reporting / Re: Material reflection BUG
« on: 2024-03-07, 10:53:03 »
I always found it easier to use a plane with a standard texture and emission:

8
Gallery / Re: Walking down the factory street.
« on: 2024-03-01, 13:00:50 »
wow 5 mins per frame for such high quality output, well done! That's insanely fast

9
[C4D] General Discussion / Re: Chaos Vantage
« on: 2024-02-27, 14:25:02 »
To clarify, there would be no "price increase" for using Vantage, just that it's a separate product you would need to purchase to be able to use it, meaning you'd have to buy two products not just one. This is not the same thing as "price increase" which is a change to the pricing of an individual product :)

Ah thanks for clarifying Tom. I read in another thread you mention the cost around $600 per year, now it makes total sense!

10
[C4D] General Discussion / Re: Chaos Vantage
« on: 2024-02-26, 21:11:13 »
You would hope to use it since the Corona team mentioned Vantage would cause a massive price increase :D

11
Did you select the Monthly option on the buy page?

12
I have a requests.
Is it possible to add an indicator that will allow me to change the number of entries? as it is in multimap. If I build the material from scratch myself, it would be helpful. And it would be useful to have a shortcut that would add the node itself, without first selecting the material or model.

Not sure I understand, isnt this the same as putting a new coronarandomizer node into the slate editor then setting the input number?

13
[Max] I need help! / Re: Roughness from Substance 3D Painter
« on: 2024-02-23, 10:19:15 »
As Nejc said, this window:

14
Not to answer for Stefan-L since I'm sure he has his own reasons (and please let him explain), but from my perspective don't take the name of the material "Legacy" as some type of old-school material workflow. Legacy materials behave just the same as most standard workflows, or even your standard V-Ray materials. The "Physical" material workflow is mostly for PBR and potential "Future" compatibility. This is why the Legacy material will "never be removed", since not only does it work with previous workflows it also has a more adaptable workflow for the artist, even if the artist breaks the energy conservation rules - which is why you cant control the Reflection color and other settings since they are meant to behave in a way thats not easy for the artist to break.

So in short, if it looks good, it works well, the author (Stefan-L) did a good job. Dont be so concerned about the technical aspects unless you understand it well and want to adapt it to some particular workflow.

Ah you beat me to it Stefan :D

15
[Max] I need help! / Re: Displacement Modifier
« on: 2024-02-21, 18:41:08 »
Can you show a render of before and after?

The way I see it, is the same as all material settings. Do you need displacement, then use it. Is it not neccesary, dont use it.

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