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Messages - Alessandro

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[Max] Resolved Bugs / Re: First test + opacity map problems
« on: 2013-06-17, 17:33:50 »
stumbled onto this as well and the following worked:

And put this bitmap inside a CoronaMapOuput in the opacity slot.

Great idea to use the MapOutput map! Thx ;)
Actually, in this way it work.
But, as I've sayed, in Alpha 4 it worked great without this trip...

Thanks again!

Gallery / Re: Thrown junk robot
« on: 2013-06-17, 15:13:26 »
Great texturing and good render!

[Max] Resolved Bugs / Re: First test + opacity map problems
« on: 2013-06-17, 15:06:18 »
I've some problem with Opacity map too.
In Alpha 4, using a PNG map with an alpha, it works right, so I used just one bitmap file.
In next builds and in Alpha 5 too, it doesn't works, I need to create a B/W opacity map and use it, so it works. Ondra, maybe you change something in PNG filter?

Hi Cecofuli,
thanks for this great test, I haven't had the time to do the same, we've got a very busy period!!
I'll take some ideas from your test to share my one too as soon as I can.


Gallery / Re: I love CORONA! My renders made in.
« on: 2013-06-05, 10:41:39 »
So, my suggestion I think you have to calibrated it.
This is done in PS. As you can see, also mathematically, the corrected version has a better white balance =)
On my eyes, the original version has some "green tint" applied. Also for PS and for my monitor.
But the author did this expressly.

Cecofuli, I often discuss about this with some friends, 3d artist and photographers. Tecnically, you are right, the area you've selected to set white point is not balanced, so you've calibrated all the image to make the point become white. I don't agree in this, for some reasons: the green surplus you have in the selected area has caused by the reflected colour in that particular area, and is not correct to calibrate all the image on this value. Also, actually this material is white, but also in 'nature' it is alterated by the colours all aroud, so actually also in real world you don't see it white. And this is the question: is it right to calibrate all the image for this whit area point or is it better to leave the natural color distribution on all the image?
I think there is not only one right answer, but I like to talk with you friends about this.
Have a nice day!
(Maybe we can move this discussion in an other place, Ondra?!?!)

Gallery / Re: Trailer: The Capybaras Rebelion
« on: 2013-06-05, 10:22:30 »
Ttaaddeekk, Thx a lot for the details! Great job, waiting for the rest of the rebelion ;)

News / Re: "Visible to reflections" added for lights
« on: 2013-06-04, 16:43:29 »
Man, this is starting to get really useful! Now we just need to get include/exclude going ;)

+1 ;)

News / Re: Sharp IES illumination pattern
« on: 2013-05-31, 11:57:22 »
Cool!!!! Thanks !

News / Re: Texmap Render Element added - arbitrary texmap RE
« on: 2013-05-31, 11:55:39 »
Great news! Thanks!

Gallery / Re: Trailer: The Capybaras Rebelion
« on: 2013-05-30, 14:18:21 »
Amazing, no more words.

Hah, new world record. Prepare to pay your bills. But the glass is nice.
Eheh, yes, I hope that the bill will not be a world record too!!! ;)

Btw, great news Ondra!

After reading this very interesting tread, I've prepared a set for some glasses, I've started corona render and I've forgot to stop it during the weekend...!!! So it's worked for 62 H
This is the result, I've reduced it half size, I like glass effect, what about it?

Gallery / Re: Inerior render
« on: 2013-05-28, 10:39:03 »
The only 'bug' is pillow geometry, it doesn't look good, but the images are greats! Most of all the daylight version.
The carpet model is fantastic, very realistic!

Yes, good idea. I often use this trick in my renders, also with MR, and not just for the glass.
One more solution for Corona is to decrease the opacity for the glass, for ex. 0.5, so you can adjust the effect of the direct light.

Gallery / Re: I'm gonna be Corona-dependent! ;)
« on: 2013-05-20, 10:30:28 »
Thx a lot for your comments, my friends :)

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