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Messages - JoeVallard

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[Max] I need help! / Re: How to do a rainbow
« on: 2017-08-30, 05:20:47 »
Check the attachments.
Just make a long narrow plane, add a bend modifier.
Use a rainbow gradient or texture to assign to a Corona Light Material, depending on your scene brightness youll have to adjust the intensity of it.
Plug a gradient into the opacity slot, a Photoshop made one may do better than 3ds maxs gradient ramp.
Dont collapse the plane or covert it to editable poly, then you can easily just adjust the size of the rainbow whenever.

Decided to give selling some 3d models a try, so here's a few free ones to use in your renderings/animations Here. Feel free to take a look at the shop as well, you could use more Lamps right?

Free Table Lamp

Free Coffee Table

Free Chalkboard

The above lamp is part of this collection, you can buy the pack or individually pick the ones you like. 25% discount ends September 17th, discount code "VF0N8R93SKQP".

Gallery / Practice, practice, and more practice
« on: 2017-08-30, 00:44:29 »
I mostly lurk around on these forums and rarely post, but figured id start sharing.
Just a bunch of personal renders I've done over the years for learning, some were never finished so I converted them over to Corona and finished them off.

These health product renderings were for a contest over at freelancer, I did not win due to not willing to provide more renders for a couple dollars per render ¯\_(ツ)_/¯

Closeup of a Table Lamp, with dispersion.

Test Render on a refrigerator I was modeling

I'll continue to post my stuff here as I plan on doing some more soon, thanks for looking. C&C Welcomed.

it should be scriptable - some simple UI where you drag&drop few maps and there is one switch controling which one is used. Somebody can try writing it ;)

Drop a Color Correct or Output Map into the environment slot. Drop 4-5 hdri into the slate material editor next to the previous mentioned map. Takes 1 hot key and a simple drag of a node to switch between multiple hdris. This is how i do it and it works great.

I haven't read that this would be put in anywhere, but I would like to see the Corona Toolbar found over in the Corona Goodies forum to be installed by default (Which is something Vray does).

Diffuse > Diffuse

Ambient Occlusion doesn't need to be used, however you can multiple it or overlay it on the diffuse channel to give more depth.

Gloss > Glossiness

Normal > be sure to plug into a Corona Normal Map, with Poliigon normals youll want to check "Add gamma to input" and "Flip green (Y)"

Reflection > Invert this map an plug it into the reflection slot, in most cases check the reflection map itself. Sometimes they just use a pure color or something with such low contrast you can just leave this map out and set Reflection levels to 1.0

Work in Progress/Tests / Re: Dragon portrait
« on: 2017-07-05, 20:18:23 »
hopefully you like the progress so far.

Now we are all expecting you to get this finished by the end of the week, not just the bust, full body! Good luck lol.
Seriously though, I browse zbrushcentral forums and this is far above most the stuff that is posted on there!

Downloaded the hair farm demo and one of the example scenes. I did this back on the Jun 21st build and i'm not sure if anything has changed since then but i did have some strange issues with the GI precomp hanging when rendering the Hair material (both render and interactive render). Anyways the setting are slightly tweaked from the default shader.

@Maru ty for posting this its nice to see these kind of images to quickly show what each setting does.

3.Problem with saving regular exr. with and without Bloom filter

Ty for this, I found a quick fix. The bloom is whats causing the issue with the export. If your not using bloom, just enable it and set the Bloom or Glare Intensity to 0.001 and export out as an EXR. In the EXR-IO settings, check the attached picture. My EXRs saved from CIE are now working correctly, and the 0.001 intensity isn't really noticeable.

Open CIE
Load CXR
Apply, Denoise, Apply Tone Mapping, and Add Bloom and Glare.
Save as "Regular EXR"
Open Photoshop
Select EXR
Load alpha as Alpha Channel

The exr is saving the post processing info, I just thought it wasn't previously because the scene just looked different, which looks like its cause by the Background HDRI issue.

I did end up doing a blank render in Max and saving a PNG with Alpha unchecked. Now PNGs match CIE image exactly, however for some odd reason the next render I tried, the png saving settings were randomly change. So I had to save another blank PNG in Max again.

I tried loading the EXR i saved from CIE, back into CIE and the background is still dark. However I loaded the EXR into Max as a bitmap, and it correct.

Hi, please, could you upload the CXR image so I can inspect it? Use our private uploader for that:

The save button saves EXR, PNG, BMP, or JPEG files with tone mapping (current element only), and CXR files with just tone mapping settings inside to be able to modify it in CIE any time later (all elements). The pixel data itself are not affected by saving into the CXR format.

Uploaded an example CXR that was having the issue that i posted about. I checked my gamma settings and the ini shows exactly what was posted for recommended.

yes, the tonemapping is not applied by design - the files are meant to be opened by CIE, and tonemapping is not baked in, so it can be changed in CIE

I'm opening up my renders in CIE, applying tone mapping, LUT, and denoising. Then clicking "Save All". The picture i posted is of the renders saved out in that format via CIE. In CIE i can't save them as EXR otherwise when i open them in photoshop none of the post processing I did in CIE is there and the HDR background is very dark. I've tried loading the alpha as transparency and alpha, neither work.

Last week i was having the same issue, but loading the EXR with the alpha as transparency seemed to work fine. The background was present and all the tone mapping was there.

If i'm not mistaken I installed the 1.6.1 hotfix this week, so that may have been the difference between this week and last week.

I'm having the same issue as well. Opening EXRs (In Photoshop) saved from CIE looks as if the tonemapping isn't being applied and for some strange reason the hdri background is really dark. Checked the photo below, you can see in the PNG and EXR have less contrast and the highlights aren't getting toned down, as well as the background issue.

Here is an example material they have.

On the top left they started with a uniform color and transformed it into a single tileable square, which they manipulated into the Center pattern which contains 2 different shapes.
On the bottom left they just used a simple tile and on the bottom right the over layed the previous pattern on top of the tiles, which results in 3 different sized rectangles.

I haven't tried much of it myself as theres alot of nodes you have to learn, it really does require some planning and experimenting as well.
This guy has some really good videos on how he created alot of materials in Substance might check some of them out.

Support for the samsung gear vr would be nice!
I have tried a couple of altervatives but the fov is too limited (if some one knows a good pair of vr glasses with the inmersivness of the gear vr let me know!)

There is an app "Cardboard For Gear VR" that lets you use Gear VR as if it were a Cardboard. It lets you toggle between Cardboard and the Gear VR setup.

[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.

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