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Messages - Jahman

Pages: 1 2 [3]
31
[Max] I need help! / Re: SSS Pancake
« on: 2015-12-22, 10:50:11 »
you can control reflectance precisely by using render elements and compose it later in photoshop
as for procedural texture you could probably try to use the composite map to add some layers of details
any reference of exact texture you trying to achieve?

32
[Max] I need help! / Re: SSS Pancake
« on: 2015-12-19, 15:23:09 »
true, that's clarified a lot for me

in your case you surely should be using translucency or refraction with low glossiness which could be a bit faster to render

33
News / Re: Tutorial: SSS Strawberries
« on: 2015-07-06, 14:19:44 »
tnx for scene

34
google Grant Warwick

35
Work in Progress/Tests / Re: Landscaping
« on: 2014-07-25, 21:24:26 »
:D didnt you already know corona has vray built in?

ps. thats was vray shader reworked

36
Work in Progress/Tests / Re: Landscaping
« on: 2014-07-25, 20:06:47 »
bitmap texture require a proper UV which I too lazy to make usually . So theres all procedural.
Reflection mixed a little with actual map, around 20% percent. Reflection & glossiness are angle dependent.
Almost all maps have some minor brightness adjustments in output color map. Or wrapped with output for same reason.
Zinc pattern is a composite map consisting of four cellular maps with Difference blend mode, each of them have same cell size but angles and xyz offset differs. Romullus got it much more natural.

Seems like theres no need to overcomplicate as i did. Pattern in anisotropy slot does its job pretty well with no need to map aniso. rotation or whatsoever

Try to put output map into anisotropy slot and anisotropy rotation slot.
Then change output value form zero to one and look whats happening ;)



37
Work in Progress/Tests / Re: Landscaping
« on: 2014-07-25, 16:03:04 »
what do you think of using anisotropy rotation instead of normal bump?

38
[Max] Resolved Bugs / Re: No bump if composite map
« on: 2014-07-01, 10:51:39 »
try to check same bump on a reflective material with no gloss.
as for me theres no visible bump on your image

39
http://www.aversis.be/tutorials/vray/vray-high-dynamic-range-hdri.htm
strongly recommend to read this before further experiments

if your hdri looks too dark in material editor try to set its gamma to 2,2
if hdri colors look unsaturated (whitsh) then you shoud try 0.454 as gamma

And i would recommend using camera exposure instead of changing hdr multiplyer

40
[Max] Resolved Bugs / No refraction
« on: 2013-03-13, 14:07:34 »
1. Seems that alpha3 doesn't do refraction in case of filled refractive objects.
2. Bottle and the upper cylinder has one material.
3. And just renamed same material on cylinder. Cap remains invisible.
2012max scene in attachment

41
Ecximer, I'll post the result in a new topic some time later
there's my previous steel test. sorry for the img size

42
high ior + a bit of reflection gloss randomness + brushed bump map + right mult of anisotropy
brushed steel = steel so material ior (reflectance) mostly constant.
my test in attachment

43
Gallery / Re: Product viz test
« on: 2013-03-07, 01:19:14 »
another laptop rendering. pt*pt
some displacement artifacts
public alpha build

44
Gallery / Re: Product viz test
« on: 2013-02-20, 22:12:51 »
fixed my problem with multi-sub mtl ;)

45
Gallery / Product viz test
« on: 2013-02-20, 22:00:21 »
10 minutes IBL test on my i5 laptop. Looks much more natural than vray renderings.
Is there any way to get displacement to work with max std Blend material?
I use Blend mat to mix by mask two Corona mtl with different anisotropy direction on the belt.
Now its just a 16bit bump map, and displacement aint working.

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