Author Topic: dubcats secret little hideout  (Read 264485 times)

2018-08-27, 15:19:54
Reply #270

romullus

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Thanks for the info! Downloading trial now.
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2018-08-27, 17:09:51
Reply #271

burnin

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Is there some app that can edit and save 32 bit files in a proper manner? Preferably free or low cost one.
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2018-08-27, 19:48:45
Reply #272

romullus

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I'm getting odd results here. Even though Affinity exports fully retained dynamic range, the results i'm getting from original and resaved EXR's, are quite significant. But strangest thing, that Affinity's exported displacement map is giving better result than original, i.e. comparing low-poly model renders made with original displacement map and with resaved in Affinity one to high-poly render, then latter is much closer to real thing. What the...? Both textures outside of 3ds max looks pretty much identical, but max treats them differently. So much for care free 32bit displacement rendering... :/

@burnin, thanks i'll look at your links, although i can already dismiss Picturenaut, as it's completely unsuitable for work with full float formats and has almost no editing capabilities. However it is still great as a HDR viewer.
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2018-08-27, 19:52:34
Reply #273

Juraj

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That is very strange, could it have done some interpolation perhaps ? Do you get different result even if you simply open and export it, or do you have to resize to produce the differences.
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2018-08-27, 20:05:03
Reply #274

romullus

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My initial reaction too was that it might something to do with interpolation, therefore i did remaining tests with unchanged size - just opened image in Affinity and resaved with different name. Somehow i think it's more 3ds max's fault than Affinity's. Original file is single channel and Affinity save it as RGBA. Resaved file is getting slightly bigger in size (not by much). But strangest things happens inside 3ds max. Max's bitmap loader reports original file as 32bit greyscale, but once loaded in slate editor it has populated all 3 channels with data, however when it loads Affinity's file, it reports it as 32bit RGBA, but in slate editor it has only red channel populated!!! I even tried to change max bitmap to Corona bitmap or even another renderer, but results always is the same, i.e. - different displacement.

I can share a link to that particular asset, if someone is interesting to give a try to this mystery.
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2018-08-28, 20:58:46
Reply #275

dubcat

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For example 03-29_Sunset from noemotion if you wouldn´t mind :) thanks a lot

Hey!

I will have a look at it in the coming days :)

Do you think there's any way to guess the albedo color of an object (In this particular case a wood floor) from just reference photos (Low quality) with different light conditions?

Hey man!

You can compare CGI values to Ohms Law Triangle



When it comes to Ohms Law, you divide volts with amps and ohms. And multiply Amps and Ohms. If you know two of the values, you can calculate the third value.



We don't divide or multiply in my CGI triangle. But if you hold your hand over the unknown value, you can see what values you need to have, to calculate the third value.

I can share a link to that particular asset, if someone is interesting to give a try to this mystery.

Hey!

That would be awesome!
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2018-08-28, 21:27:57
Reply #276

romullus

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I can share a link to that particular asset, if someone is interesting to give a try to this mystery.

Hey!

That would be awesome!

Hi dubcat! The link is this: https://www.cgtrader.com/free-3d-models/exterior/landscape/8k-mountain-rock-scan-a  If you don't have cgtrader account and don't want to create one, just let me know and i will send you the files privately.
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2018-08-28, 21:35:13
Reply #277

dubcat

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Hey man!

I have an account, downloading right now. Will have a look at it in the coming days together with Mrazkos HDRi question :)
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2018-08-28, 22:40:37
Reply #278

romullus

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Thank you! :]
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2018-09-05, 22:10:28
Reply #279

Basshunter

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Hey dubcat,

Is there any chance to have an iPad Air LUT?

I'm needing it for a photomatch. Thanks

2018-09-07, 03:49:02
Reply #280

dubcat

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For example 03-29_Sunset from noemotion if you wouldn´t mind :) thanks a lot

Hey!

It's really hard to calibrate these HDRis when you don't have a real world reference. Archviz is really lacking behind when it comes to greycard and chrome sphere "light direction" reference, but one day there will be a store that provide these maps publicly. And it will change everything.

The best thing you can calibrate against is Corona Sun 64 Size at the sun angle, this size will not cover the shadow diffusion. And we know that shadow diffusion is not the same as EV. Since the HDRi source have not given us any real world reference, it is just a guessing game at this point.

Hi dubcat! The link is this: https://www.cgtrader.com/free-3d-models/exterior/landscape/8k-mountain-rock-scan-a

Hey!

I have done a few tests, and it all comes down to bad displacement map.
You can generate a proper map inside zBrush like this:
Go into the "Preferences" tab, and select "Transpose Units". Make sure it's calibrated to 1 scale cm.
Load the low res unwrapped mesh in zBrush, and then load the high res mesh as a sub tool.
Divide the low-res mesh as much as you can for good measure. Select the low res mesh in "Subtool", but deactivate the eye. Activate the eye on the high res mesh, if it's not already activated.
Click on "Project" and increase "Dist" to 1, hit ProjectAll.
Go down to "Displacement Map" and activate 32 bit.
Export the map.

Is there any chance to have an iPad Air LUT?

Hey!

The closet physical thing I can get my hands on is Apple iPad 7.4. I have limited knowledge of Apple, as I'm an Android user. Maybe they have kept the same curve on all their devices. If you are the person capturing the photos on iPhone, I would do a google search on "ipad capture raw" and capture the photos as raw. Most modern phones/pads have raw support, but not officially.
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2018-09-07, 06:43:04
Reply #281

Basshunter

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The closet physical thing I can get my hands on is Apple iPad 7.4. I have limited knowledge of Apple, as I'm an Android user. Maybe they have kept the same curve on all their devices. If you are the person capturing the photos on iPhone, I would do a google search on "ipad capture raw" and capture the photos as raw. Most modern phones/pads have raw support, but not officially.

Thank you Dubcat for providing this LUT. What do you mean by iPad "7.4"?

Is it sRGB by the way?

I have and iPad Air 1, so I've been trying to find some information on how to create the LUTs by my self, but haven't found anything useful. I would be very grateful if you could teach me the process.

Once again, thanks for your invaluable help.

2018-09-07, 14:31:02
Reply #282

romullus

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I have done a few tests, and it all comes down to bad displacement map.

That's interesting. I will try to rebake maps with xNormal and see if that helps. Thanks for the help and sorry for bothering you with the issue that i shoud've be able to solve by myself :]
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2018-09-16, 03:54:44
Reply #283

dubcat

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Thank you Dubcat for providing this LUT. What do you mean by iPad "7.4"?

Is it sRGB by the way?

Hey!

Apple iPad Pro 10.5-Inch from 2017. All the current dumps are sRGB (not log) made to work inside Corona VFB.

sorry for bothering you with the issue that i shoud've be able to solve by myself :]

Hey man, any time. I was curious myself.

---------------------------

I finally have all the materials for my calibrated test room. I will use this scene as a real world example to push Corona features further.

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2018-09-23, 02:49:39
Reply #284

dubcat

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Here's the first puzzle, it's 14 cm in diameter.

edit with some facts:
This is an Ikea ARÖD lamp with a 60W bulb (Keep tuned for a 3D model, and scanned scene).
The HDR is calibrated to real world values.
This 60W lamp is almost 33+, makes you second guess those 16+ HDRIs with a sun.
This HDR dump has never touched Photoshop.

This initial scan already give us a lot of camera bloom information.

This is how the original capture look at 22 fstop, 30 sec exposure, 100 ISO.



Hit 8 in 3dsMax "Environment and Effects", drag the HDR into "Environment Map", change "Environ Map" inside the bitmap to Screen. Change your Render size to 5184x3456. Go into "Scene" and change your "Pass Limit" to 1. Change your exposure settings to 22 fstop, 30 sec exposure, 100 ISO. Hit render. Go crazy and try to match the real world bloom. The background is black in real life.

« Last Edit: 2018-09-23, 03:15:12 by dubcat »
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