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.

Messages - Fluss

Pages: [1] 2 3 ... 37
Yes, it's great when everything behaves physically but it's also great to keep control when we need to, for artistic or whatever reasons. Hope we at least can access this through additional params.

So we do not have control over the main specular lobe anymore?

Gallery / Re: Sunset Boulevard
« on: 2021-02-11, 09:49:35 »
Nice ! You should try to make it loop

If you really need accurate volumetric caustics then Indigo render is your best bet

wow didn't check the forum in a while! That new shader looks sexy! I'll have to give it a try

Work in Progress/Tests / Re: cjwidd render thread
« on: 2020-12-16, 15:52:17 »
Looking good! There is something strange in the wall bump/normal. It looks inverted or something? Or maybe my eyes fool me

[Max] Feature Requests / Re: The most wanted feature?
« on: 2020-08-28, 09:47:59 »
The Thunderloom shader is great when seen fro far but it falls apart when viewed up close. Would be great to have an all in one solution. I made a request some time ago:

Looks like Otoy implemented something similar and it is looking really good.

[Max] Resolved Bugs / Re: AMD vs INTEL Far Bump Calculation
« on: 2020-08-24, 18:09:33 »
Thx for the update rowmanns, will test it ASAP.

It looks awesome! Can't wait to see the final release

Wow that video gets me hyped! Do you consider releasing a making of / BTS at some point?

[Max] Daily Builds / Re: New UVW Randomizer playground!
« on: 2020-06-19, 14:59:34 »
Something I've been wondering lately. Is it necessary, or beneficial, to have separated the UVW randomizer and the MultiMap randomizer which handles gamma/hue randomization? I fairly often wish this could all somehow just be built in to the regular old coronabitmap loader, as randomization sections within it you can use if you wish, all in one place.

Let me guess, you are a compact material editor user? Because on a nodal workflow standpoint, that's absolutely awful to centralize everything in one node. I would be pissed off if something like that happens.

The noise is much more evenly distributed across the image, making it less noticeable

[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-07, 15:45:20 »
We are in 2020. It shouldn't be impossible to write two codes that mimic a cam and an eye 99% correctly, instead of making 3D artist fiddle with curves.

I give you 2hrs, show me :) Just hope you manage to teleport a display capable of human eye dynamic range from 22th century.

[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-07, 12:29:01 »
TBH I'm fed up with those comparisons.. I'm gonna stop there, the more I dig into it, the more I feel it pointless... I always come to the same conclusion, a renderer is a tool, and if used wisely, you can produce beautiful results with any of them.

[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-05-07, 11:00:23 »
Reinstalled Fstorm,  and damn! I don't like it! I forgot how it feels, well, completely different. In a bad way. It seems the glossiness is indeed still mapped from 0.4 to 1.0.

Pages: [1] 2 3 ... 37