Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Ludvik Koutny

Pages: 1 2 [3] 4 5 6
31
(Moving mantis feature requests to forum)

As the title says, it would be good to have an ability to right click copy/paste between 3ds Max bitmap and CoronaBitmap.

32
(Moving mantis feature requests to forum)

So that user can force IR to reload scene. This applies only to viewport IR. In CoronaVFB IR, this will be solved differently.

33
(Moving mantis feature requests to forum)

Clip opacity maps to boolean colors (white/black) to maximize performance of opacity map rendering for still images where filtering is not needed.

34
(Moving mantis feature requests to forum)

It would be great if Corona could check if bitmap paging is enabled and automatically disabled it in every scene.

35
(Moving mantis feature requests to forum)

As the title says, it would be good to add rendered View/Camera name and frame number to window header of CoronaVFB. Same happens in native 3ds Max VFB and this information is often useful.

36
4. using mirrored instead of repeated tiling works wrong as max bitmap: it use half size scale; can Corona work better than max in this? ;)

It should be this way to make conversion from Max Bitmap to CoronaBitmap easier, and also to make easier to support 3ds Max Bitmap directly in the future. It's not obvious but mirror is actually not bitmap transformation but rather tiling modes. There are 3 tiling modes: No Tiling, Normal Tiling and Mirrored tiling.

To simply flip map horizontally or vertically, you can simply set scale to negative value. So to flip the map horizontally, just set U scale to -1. Works for both 3ds Max Bitmap and CoronaBitmap, but in CoronaBitmap it may still be a little buggy, so give us some time to fix it :)

37
Gallery / Old Mental Ray scene remade in Corona
« on: 2015-04-09, 22:58:50 »
This is older Mental Ray scene that i reshaded in Corona. It rendered much faster even with true 3D dof and motion blur. There is still some grain on highlight area, but rendertime 8min/frame was quite amazing. I did also a little animation.

Postprocessing and over the top glares are done in Fusion :)

NOTE: Yes, i do know that the Mustang looks odd and disproportional. It was my first car model i did over 7 years ago, so I decided it deserves some good looking scene to put it in. It's not very good model, but it has place in my heart as my first 3D car.




38
[Max] Tutorials & Guides / Realistic materials experiment
« on: 2015-04-04, 18:47:16 »
Playing with blender cycles i stumbled upon sort of Pixar-PBR-ish technique of material creation. It's slow to set up and it probably renders bit slower too, but it seems to produce some nice results.

Basically, the idea is to create CoronaMTL, set it's diffuse color to complete black, and plug your diffuse color to the reflection color slot. Set Fresnel IOR to 999 and reflection glossiness to 0, or maybe just a little bit higher if base layer of your material is not as rough as wood on my example.

Then plug that into blend material, and plug another CoronaMTL as a second blend layer. Make it mirror (0 diffuse, 1.0 reflection, Fresnel IOR 999)

Then blend them using Falloff map set to IOR mode.

In my example i distorted wood coat (mirror material) with little amount of bump and glossiness mapping.

IMHO it looks little better than regular approach. It won't probably pay off for entire scene because of rendering time and set up difficulty, but if it's object of interest in a close up shot, it could help I think.

Check the pictures for shading graph and examples:

39
Gallery / Drones speedrun
« on: 2015-03-19, 14:34:31 »
I had some free time at work yesterday, so I decided to do a speedrun. Basically to create something from scratch to finish as fast as possible. So I've modeled some sort of drone aircraft, textured it, lit it, animated two of them, add simple pFlow, rendered out at company farm and composed in Fusion. Entire process took 5 hours from scratch to finish. Rendertime was around 1m 30s per frame.




EDIT: Replaced Vimeo link with YouTube. Seems like YouTube did less of a compression massacre.

40
Gallery / BMW X5 Forest
« on: 2015-02-11, 16:32:51 »
I had an opportunity to create full CG scene for the BMW model i did earlier. I made it at work, so copyright goes to ProgressiveFX ( www.pfx.tv ). I used ForestPack to scatter the foliage. Car dust is done with pFlow and godrays with CoronaVolumeMTL with single bounce only enabled. MB and DoF is rendered. Composited in Fusion.

EDIT: Replaced YouTube for better quality Vimeo version.
Not a valid vimeo URL






41
Gallery / BMW X5
« on: 2015-01-16, 20:33:16 »
A quickie i did during today at work (for ProgressiveFX - www.pfx.tv ) since there wasn't much to do :) I found the model in our model repository. I think it's from SQUIR.



update: added carpaint material

42
IR is still terribly slow in some shading-heavy scenes in terms of navigation in scene, compared to VrayRT or Octane. It takes quite a while for entire screen to redraw even at very small resolutions, so one can not fluidly navigate scene to pick view angle. It works well for teapots (or cars) on a plane, but breaks when for example navigating inside of a forest scene with many translucent leaves with opacity. One has to wait several seconds after ever view movement to see where camera moved.

43
[Max] Resolved Feature Requests / Multi/SubObj map
« on: 2015-01-14, 22:53:32 »
A simple map that returns color (mappable) based on polygon's material ID. Attached a reference

44
Work in Progress/Tests / Rawalanche's tests
« on: 2014-10-29, 09:15:19 »
So i am creating my own thread for things that are not complete enough to put in gallery.

Yesterday at evening, i tried to use (still somewhat buggy) interactive rendering for some serious work. So i fired up interactive in a blank scene, and kept it running all the way until the final render.

I've played around and created this sort of rocky hills scene. It took me about 3 hours to get it done from scratch with interactive rendering. Some things still need to be fixed, like parsing of displacement and forestPack, but other than that, once it's finished, i can see interactive being quite useful for rapid iteration.

I also used CoronaVolumeMTL for the atmospheric fog, and there is a huge plane above the scene with fractal noise map as a mask to create cloud shadows. Unfortunately, VolumeMTL does GI scattering, which i can not disable, so it's impossible to get crisp godrays.


45
Gallery / GDI "Anaconda" class APC
« on: 2014-09-26, 09:48:21 »
Just finished my APC model. I plan to do some CG environment and animation with it soon. These are few stills with HDRI and backplates from www.hdrmaps.com. It was sort of a GGX test (which frankly seems to make no difference, at least in this scene).

I just recklessly threw Dune Harkonnen trooper in one of the shots to give some sense of scale :D

Here we go:









Pages: 1 2 [3] 4 5 6