Author Topic: cjwidd render thread  (Read 59916 times)

2020-10-15, 10:44:49
Reply #120

cjwidd

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Uppercase
Wall covering; scan-based material
Substance Designer | 3ds Max | Corona Renderer



« Last Edit: 2020-10-26, 08:13:05 by cjwidd »

2020-10-15, 15:32:36
Reply #121

lupaz

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@lupaz I'm not totally sure what you mean? Do you mean a photogrammetry based approach to scanning a surface?

Right. I thought maybe you were referring to photogrammetry or laser scanning.

2020-10-17, 01:34:46
Reply #122

cjwidd

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Bristol
Wall covering; scan-based material
Photoshop | 3ds Max | Corona Renderer



« Last Edit: 2020-10-26, 08:13:24 by cjwidd »

2020-10-21, 11:40:55
Reply #123

cjwidd

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Alma
Wall covering; scan-based material
Photoshop | 3ds Max | Corona Renderer



« Last Edit: 2020-10-26, 08:13:42 by cjwidd »

2020-10-21, 11:51:00
Reply #124

Juraj

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Great tiling? What method did you use?
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2020-10-21, 22:33:26
Reply #125

cjwidd

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@Juraj, Afraid I can't take credit in that regard; the tile is larger than the camera frame so no seams are visible.
« Last Edit: 2020-10-21, 22:37:46 by cjwidd »

2020-10-24, 02:49:57
Reply #126

cjwidd

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Senza
Wall covering; scan-based material
Photoshop | 3ds Max | Corona Renderer



« Last Edit: 2020-10-26, 08:13:57 by cjwidd »

2020-10-26, 09:25:16
Reply #127

cjwidd

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Akasha
Wall covering; scan-based material
Photoshop | 3ds Max | Corona Renderer




2020-11-05, 10:50:37
Reply #128

cjwidd

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Kessel
Wall covering; procedural material
Substance Designer | 3ds Max | Corona Renderer




2020-11-07, 22:13:44
Reply #129

cjwidd

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Cataphote (rear wave dents)

2020-11-08, 15:45:17
Reply #130

GeorgeK

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ooo me likey, this one! nice cataphote!
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2020-11-08, 15:55:18
Reply #131

romullus

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Nice one indeed. Substance Designer? Displacement, or normal map?
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2020-11-09, 00:49:52
Reply #132

cjwidd

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Hey guys, thanks! Definitely an unusual material - I pulled a normal map from the Substance Source library and built a shader around that.

Basically it's a translucent plastic with a clear coat and imperfections.

« Last Edit: 2020-11-09, 01:04:53 by cjwidd »

2020-11-09, 10:14:57
Reply #133

romullus

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I wonder, why are you color correcting normal map?
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2020-11-09, 20:42:27
Reply #134

cjwidd

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@romullus Yeah, that is a good question. tldr; gamma correction

The normal map is being imported with a gamma override (1.0) and then a 0.45 gamma correction is being applied in the color correct texmap.

Technically, the normal map could be imported with an automatic (recommended) 2.2 gamma correction, and then the color correct texmap would not be necessary, but I'm so accustomed to applying gamma override (1.0) to normal maps on import, I didn't want to adjust the import settings for this one map.

The normal map was baked out from a .SBSAR in the Slate Material Editor and I think a gamma curve is being applied internally during that operation(?) I've been talking to the integrations team about it to get some clarification.