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Messages - Visuali

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If you need I know there's a handy script called "Camera Resolution Mod" but having these parameters nativetly in the CoronaCam would be more useful than ever!

Thanks Maru! It will be very useful.
As Buckley said, I thought it would be just flat colors without reflections in it. But from now on I'll use the technique you just show.
Anyway I'll also open a feature request to ask for a Render Element that gives a flat result because this technique is a long process if compared to what I used to do with VRayDiffuseFilter and I think other users would benefit too.
Thanks again!

I use it to enhance the contrast of textures (eg to pop out the veins of woods or cracks in the concrete). In Photoshop, first by desaturate it, then increasing the contrast of the pass and changing the blending mode to softlight or overlay.
But because there's some shading in the pass by doing so I also introduce the shades.
I guess you will be tired of hearing comparisons, sorry, but just to understand what I would need, back in the days I used to use this technique with the VRayDiffuseFilter without problems.

I've attached an image of my CShading_SourceColor (diffuse). The shading is more visible in the round geometrys with no textures where I wound suppose to see full color without shades.

[Max] I need help! / Diffuse Render Element without shading
« on: 2021-07-30, 11:17:02 »
Hi, I'm looking for a render element that shows only the flat diffuse channel of all materials, but I can't find it.
Now I'm using the element "CShading_SourceColor" set to Diffuse but it has some shading in it, it's not flat, and this thing messes my postproduction.
Does anyone knows how to get it?  Thanks.

[Max] Resolved Bugs / Re: Bloom/Glare on 360 Cubemap issue
« on: 2021-05-14, 11:15:53 »
I'm using 3ds max 2020 with Corona 6 and the render get launched by Layama script, but the issue keeps occurring also by launching it manually.
I'll get a try with Corona 7 as soon as I complete current jobs and I'll let you know if it solves the problem

[Max] Resolved Bugs / Bloom/Glare on 360 Cubemap issue
« on: 2021-05-13, 14:38:17 »
I'm experiencing a strange behavior on Bloom/Glare effect when using 360 Cubemap projection, that is: when there's a Disk, Rectangle or IES light with visible directly turned ON above che camera I get this strange distortion of the FX (as you can see in the image attached).
The workaround that I'm using right now it's simply to not place cameras above the lights, or turn OFF the light's Visible directly parameter and place a geometry with Light Material right behind it.

Is it a normal behavior or it's some kind of bug? It's happening also to someone else?

[Max] Feature Requests / Re: Interactive VFB Resolution size
« on: 2021-03-31, 21:06:44 »
I agree with Per and Nejc.
3ds "2d pan-zoom" feature is very interesting but it doesn't solve the problem.
Materials where bump is very important are dependent on camera distance and resolution, so the best way to set them is to make a small region on the final resolution and work with IR, as Nejc said. By using the 2d zoom it's not possible to know exactly how much you need to zoom to be sure that the result you see will be the same in the final render.
That said, the argument that a 4k resolution VFB would defeat the purpose of IR doesn't stand up because the ideal use case would be together with small render regions.

In the end I belive having a button in the render settings to lock the resolution of the VFB to that of 3ds would make the creation of materials much faster and more precise, and most important it would allow anyone to use the workflow they prefer instead of feeling stuck in one or the other.

this should be the correct result.
Right, I see now :)... since it has its own bump it should really be flat over when used & set in such way.
Sure then, a value (slider) to influence it and/or mix with bump under, could be another good feature to have.

Maybe just a padlock on the Bump parameter of the Clearcoat layer would be enough to choose whether the two should have the same behavior as in the first image (Reply #104) or should be independent as in the second (Reply #108).

The new material is a big thing!

The new Corona Physical Material looks like a big change from the Offline Render Shaders seen up to now (at least to me).
To better understand how it works, beyond how it is used in practice, I wanted to ask you on which technical papers you relied to structure it, or if you will publish one yourself to talk about it.

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