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Messages - JoeVallard

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91
[Max] I need help! / Re: cVFB Behavior during IR, Options?
« on: 2017-05-11, 20:33:13 »
+1 for this. I also dont like the window expanding, I prefer the old behaviour.

Same here, i preferred when the toolbar expanded out, instead of in.

92
And Jtveclipse, the example you give is stunning, just to see such a quality of render makes me laugh!

Awww don't make fun of my zero effort render lol.

93
There really is more than one way to do it. Here is how you would do it with a Composite Map approach.

The AO is plugged into both Material's Composite and applied with a Multiple (I used color burn to better see it).

94
Create the default AO map, swap the white and black which gives you the mask for the dirt. By default AO is set to "No exclude" so where ever objects touch, it will create the AO. You'll have to play with the Distance and Color spread to get the amount your looking for (Which is where interactive rendering works great, just plug the ao into the diffuse to easily see it).

95
Someone kindly posted their material setup of what your looking for here.
https://forum.corona-renderer.com/index.php/topic,15280.msg96905.html#msg96905

Photos attached are a comparison of No Ref/Trans, Refraction, and Trans. Refraction gives a much softer look, but at a high cost of increasing render times.

As a side note the material you posted is extremely bright compared to the scene its in, try lowering the output levels down some.

96
Quick test of an empty scene at different resolutions.
i7 3770, 16GB

Resolution, Time, Memory Used
256x256 = 0:00 1116.4MB
512x512 = 0:00 1201.0MB
1024x1024 = 0:03 1237.8MB
2048x2048 = 0:12 1465.9MB
4096x4096 = 0:51 2378.8MB
6144x6144 = 2:02 3875.8MB
8192x8192 = 3:46 6005.1MB

At 256-512 renders instantly finished. But once you start getting higher in resolution it takes more and more memory, your adding alot of pixels (even if they are all black ones) once you get passed 2048. Of course Corona is gonna render the entire scene even if its empty, i'm not sure why you would want to do it different.

I added a 50k poly objected and a corona sky to the environment and rendered at 2048, it added 2 secs to the render time from above.

97
[Max] I need help! / Re: Round Edges 1.6
« on: 2017-04-26, 21:24:21 »


Effect includes/excludes.
"Same object only" i would assume gave the edge down the middle, like it is 2 objects and you wanted the edge.
"Same material only" i would assume gave no edge down the middle, like it is 1 object merged together.
^seems like it already is a tick, thats possibly not working right?

98
[Max] I need help! / Re: Round Edges 1.6
« on: 2017-04-26, 06:36:31 »
I rebuild your scene and that works fine. The different between 1.6 and 1.5.2 shows if you put two geometries next to each other. This behavior changed. Now you have an additional edge there which just wasn't in 1.5.2.

Tim


The objects are touching and both have faces on the inside, so it makes sense that it would have edges rounded there. If you rounded the edges with geometry, it would do the same as your seeing. If you don't want an edge down the middle you would remove the faces that are touching.

99
I tried to duplicate your wood material as closely as i could with my own textures, and couldnt get the same results (See pic).

If your floor is looking washed out, it's probably a combination of your exposure being too high, your lights too bright, and your reflection glossiness value.

Going with what mferster said here, i think the issue is in your lighting. Select your wood flooring and isolate it, plug an hdri in your environment tab and turn off all your lights. Increase and lower the exposure to see it in different lighting brightness. Does the material look better?

100
[Max] I need help! / Re: LUTs and CoronaOutput texmap
« on: 2017-04-24, 02:57:07 »
Set your Shadow Catch material's alpha to "always transparent" And use the alpha to mask the LUT render.

101
Just like these forums I tend to do Archviz renders as well, but I've been wanting to do a 3d sculpt or photo scan of a person for awhile. It has been some time that I've opened up max (Forgot how to adjust the local axis.... yeah that long). So I figured a good start was to find some free 3d models around the net and make a skin shader.

Head model is Emily 2.1 from The Wikihuman Project.
Body model is by Infinite Realities from a VR project demo they did.

These are all straight from the Corona Frame Buffer, no post in anything else. The one angle from the front of the body and the lighting come from the front, doesn't look as good as some of the other renders, but I think it due to the texture resolution of the whole model is only 4k!

I think my next step will be trying out ways to add Hair. If anyone knows of a good tutorial for 3ds max Hair and Fur I would appropriate that, I tried searching myself but didn't come across much.



102
General CG Discussion / Re: Facebook 360
« on: 2016-06-23, 21:31:05 »
It works, just make sure that you edit xmp data of your panorama properly. Either do this by pasting your pano into another one that works, like in that tutorial or use app that can add needed data for you. Like this one for Android: https://play.google.com/store/apps/details?id=com.hirota41.photospheretagger&hl=lt

But FB pano player is very limited, no controls whatsoever :[

Ohh right completely forgot about xmp data. Working now, phone has a bit of an issue with orientation, but tapping the button that shows its a 360 photo corrects it.

103
General CG Discussion / Re: Facebook 360
« on: 2016-06-22, 22:42:41 »
I tried using one of my PANOs that work in the Gear VR and Cardboard. I can't get it to work at all for Facebook.

104
[Max] General Discussion / Re: Resolution for GEAR VR
« on: 2016-05-05, 01:35:47 »
Test renders of an unfinished scene I had.
4096x4096

105
I'd suggest jumping over here https://forum.corona-renderer.com/index.php/topic,7239.0.htmland try the daily build. The Denoise feature does a very good job at removing noise, without the lose of details in textures.

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