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Messages - marchik

Pages: 1 ... 9 10 [11] 12 13 ... 18
151
^that's an interesting idea
The main thing that now we have the "projection" itself, now it can be developed into modifiers, proper displacement mixing in the CoronaLayeredMtl, mapping type "projection" guided by a helper object in the CoronaBitmap parameters and so on. In fact i'm so happy that it finally appeared, thank you guys! :D

152
Decals are amazing, I wish we had separate button at the Corona Toolbar for CDecal object and the ability to add corona displacement modifier on top of CoronaDecal object, or simple override displacement spinners in CDecal parameters itself

P.S. And maybe in the future it will be cool to have an opportunity to assign "Corona Decal Modifier" to a custom geometry with proper UV coordinates, creating a "projection shell" to project for example stitches on the fabric, using one long stripe of polygons, detached from the original mesh

153
[...] 3ds Max by default uses DirectX (-Y) normal maps, so Corona Team wisely decided to stick with that as default [...]
yeah, got it, so it is a bug in my brains :D but the second question is still on the spot

154
Eh, I've thought for years Corona Renderer uses DirectX?

Pretty sure you can disable reflections by setting IOR = 0 with 0.0 gloss / 1.0 rough

I suspect I can be wrong about Corona's native format of the normals, but I would be glad to hear confirmation from the development team to close this question.

As for the specular parameter, yes, I understand that I can turn off reflections using 0 ior, I don't even need to touch the roughness parameter, but before I could do it using specular mode and now the behavior of this parameter when entering numeric values ​​has definitely changed in the latest daily build

155
Today I discovered 2 strange moments:

    1. As far as I know Corona uses OpenGL format of normal maps, considering this, I exported normal maps from Substance Painter in DirectX format and inverted the green Y channel, but in the last daily build I found that now the surface looks correct if I leave the green channel without inversion and it looks wrong if I invert it. Am I missing a nuance or is this a bug?

    2. In the last daily build, the Specular parameter does not work correctly, if you set the value to 0.5, then the appearance of the shaderball does not coincide with that when using IOR 1.5, in addition to this, now using the specular parameter it is impossible to completely disable reflections by setting Specular to 0, all values ​​are less than 0.5 look the same. But at the same time, if I add a black color map, then the reflections are turned off as before, I checked on version 7 stable and there it clearly behaves differently.

156
Gallery / Re: Gaea's Bosom
« on: 2021-09-05, 04:15:48 »
You should enter this in to a real photograph competition and see how it gets on..it would be bold...but ...it is good.

lol, this sounds like something worth trying :D

157
Gallery / Re: Gaea's Bosom
« on: 2021-09-01, 21:09:24 »
very nice! the jet of water with the foam that forms below is in post?
Thanks, no, its all from PhoenixFD, i just added some extra mist on the sides in post

158
Gallery / Re: Gaea's Bosom
« on: 2021-08-31, 23:00:53 »
Super nice, maybe I would tone down post-processing a bit.

thanks, I was thinking about the concept when someone get a nice vacation photo and decided to edit it "properly" in PS before posting on instagram, so pulling everything out of it, including oversaturated colors and fake hdr :D

159
Gallery / Gaea's Bosom
« on: 2021-08-31, 02:55:40 »
Gaea's Bosom artwork.

https://www.instagram.com/marchik3d/

Non-commercial project done in spare time. 
PhoenixFD for the waterfall and ofcourse our beloved Corona Renderer :D

Hope you like it!

160
[Max] General Discussion / Re: How to handle backplates?
« on: 2021-08-18, 17:46:17 »
I also wondered for a long time why such  engine as Сorona Renderer, which, frankly, is strongly focused on architectural visualization, still does not have a separate feature for correctly displaying backplates with variable bells and whistles.
I suggest to rename this topic to CoronaBackplateMtl and move it to the "feature request" section:D

161
I was looking through the built-in library of materials today and I had a question, earlier, before the introduction of the physical shader, we had the opportunity to enable volumetric absorption with scattering after the light passes through the translucent outer shell, this is the pattern for the "Marble White SSS" material.
How to set up such materials now (grape shader, for example), because to enable translucency, we need to check the "thin shell" checkbox, which will automatically disable the ability to adjust volumetric absorption, and so on.

162
[Max] Resolved Bugs / Small typo in corona sky model hint
« on: 2021-07-22, 01:42:40 »
It seems to be the first report for the 7 release :D

163
[Max] Feature Requests / Re: The most wanted feature?
« on: 2021-06-15, 10:27:21 »
In anticipation of the next version I removed PBR material (coming in v7) and tone mapping improvements (coming early in v8 daily builds). Also added some new stuff and reset the votes. Go ahead and vote for the next release cycle
Can't see extended particle workflow support such as instancing like in vray, motion blur for the changing topo and so on) MB for me is essential, even if i render stills mostly. Approximately how difficult is it to implement?

165
It already shouldn't, but if the normals are wrong (that is, needs Gamma adjustment checked in the Corona Normal and it isn't checked), or if the base layer bump is particularly super strong, it can show up in the clear coat. This is already being looked into :)

can you reproduce my case with too little normal bump intensity, at which it appears on the clearcoat layer? or was it only noticed if the intensity was too high?

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