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Messages - actrask

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61
[Max] I need help! / Re: Loading render back into the VFB
« on: 2019-02-21, 17:11:03 »
Wow, I don't how I missed this, CIE is exactly what I've been needing. Thanks!

62
[Max] I need help! / Re: Shadow pass comping
« on: 2019-02-21, 16:54:05 »
Maru, I tried your method in Photoshop but the comp goes completely white. To get it looking right I have to set the opacity of the shadow layer to 1%, then put it in a group and set that group to 7% opacity. Is this a limitation of Photoshop's 32-bit functionality?

Speaking of Photoshop limitations, why doesn't invert work in 32-bit mode? Fraine7, what program are you comping with?

63
[Max] I need help! / Shadow pass comping
« on: 2019-02-21, 00:00:18 »
What is the best way to comp in a CShading_Shadows pass? None of the blending modes seem to be doing the trick in Photoshop (32bit exr).

64
[Max] I need help! / Loading render back into the VFB
« on: 2019-02-20, 23:58:39 »
Is it possible to load an .exr of a render back into the VFB to tweak the tone mapping controls?

65
Gallery / Re: light in the shadow ( secret ) .
« on: 2019-02-20, 22:25:53 »
Awesome! Great mood there

66
I agree with Romullus, 0.01 is great for diffuse but brings up all sorts of issues with other slots (ie, bump as mentioned).

67
^^^

+1 Sketchup

Would it be possible to run Corona/Sketchup on a Chromebook Pixel or Macbook?

68
[Max] Feature Requests / Lift/Offset in CoronaColorCorrect
« on: 2019-02-19, 22:50:30 »
I always find myself having to go back to the stock 3ds max color correct to only lift the deepest blacks with lift/offset. It would be nice to have that in CoronaColorCorrect.

69
[C4D] Bug Reporting / Re: How to make IES work correctly
« on: 2019-02-18, 19:25:15 »
In those instances where you want to see the light source in a reflection, I turn off the light's reflection visibility and use an actual model of the recessed light with a light material on the filament. That way your scene direct/indirect light is coming from the light object, and the reflections are reflecting the geometry of the downlight housing and filament.

The only thing you'll have to manually tweak is the intensity of the filament to look right in the reflections. It's a good way to control the glare coming off of reflected light sources too.

70
It's a color profile issue. Are your end results/clients viewing the renders in Windows Picture Viewer?

71
Gallery / Re: Burger Time
« on: 2019-02-14, 18:18:06 »
Damn, that is fantastic

73
[C4D] General Discussion / Re: NORMAL MAP 2
« on: 2019-02-05, 20:21:12 »
Is it not a bitmap filter blur setting? Your Corona render looks like it's set at 1.0 where the C4D looks like 0.01

74
[C4D] General Discussion / Re: NORMAL MAP 2
« on: 2019-02-05, 18:42:23 »
I think the biggest lesson here is to not switch your renderer in the middle of a deadline.

There are always going to be nuances between renderers, especially tweaking bitmap filters trying to get refracted normals to behave identically between renderers.

When you have adequate time to solve a problem you can approach it with a sound mind and not be so emotional :)

75
[Max] I need help! / Re: Microdetails on highlights
« on: 2019-02-04, 20:44:04 »
I was just reading an article which made me think of this post. Would 'bump roughness' be the proper way to solve the micro details on highlights?

About a third way down has a good example: https://renderman.pixar.com/stories/cars-3

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