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Messages - abubaker

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1
Work in Progress/Tests / Re: Material Tests
« on: 2014-11-12, 19:34:43 »
Fine tuning the procedural metal shader

2
Gallery / Re: Forest & Ocean
« on: 2014-11-12, 06:43:17 »
Stunning Images. Love the compositions and the Mood. I am sure plenty of hard work went into these renders, Great Job.

3
Work in Progress/Tests / Re: Ocean shader
« on: 2014-11-12, 06:12:51 »
Looks good, Though, as mentioned before the foam should be concentrated more on the wave peaks.

4
Gallery / Re: Simple Wall Project
« on: 2014-11-12, 06:11:23 »
I would second kelb, a little variation in reflection could add some realism to the image.

5
Work in Progress/Tests / Re: Material Tests
« on: 2014-11-03, 00:12:59 »
Trying to create a fantastic macro scene.

Foliage created by myself with the exception of the clover which is from an online market place.

6
Work in Progress/Tests / Material Tests
« on: 2014-11-02, 21:30:01 »
Hi Guys,

I am not a Pro, at least I have not been since my last in house Job.Got some free time on my hands until I launch my business so I decided to do some Material tests with Corona. These will not be terribly high quality because I simply don't have the computation power.  These are just to kill time with. 

If anyone for some reason likes any of the Materials here let me and I will upload them. Though I highly doubt you will.


Rusted Metal. the coat has a standard noise for bum hence the uniform look.

The Termenator Model is not Mine, It was downloaded from Turbo Squid and is being used only this thread.



7
Gallery / Re: just starting playing with corona render
« on: 2014-11-02, 03:20:32 »
trying to achieve fine displacement with a Jpeg is tricky, unless the Jpeg is very high resolution. You can get away with using a Jpeg for conservative displacement but any extreme values will produce nosy results. One way you can avoid this is by blurring your Jpeg, Increasing your max subdive per poly might also help at a cost of higher render times but again if your Image is not of high enough resolution I don't thing any of these steps would produce Pleasing results.


8
Off-Topic / Re: Corona Popularity - Introduce your self
« on: 2014-10-28, 04:33:12 »
was looking to test a new render engine for the CGTalk lighting challenge. It is not as full featured as the others who have been in the Market for years, but It is just an infant so I am sure it will grow to be a fine renderer.  I wish I could control the distribution of scattered objects with vertex paint.

9
Hello Guys,

First Post.

Congrats and hats of to the corona development team! You have a very easy to use Render engine which lets artists be artists. 

I did not want to open a new thread to request a DIRT MAP feature and a Vray style Blend Material.  The standard Corona material is great but it does not allow for the creation of a more complex and therefore realistic Shaders. I am working on a scene right now and I need a detailed layered metal shaders with multiple scratch, specular rust and dirt layers but there is no way I can achieve this with the standard Corona Material. 

in the mean time is there anyway to convert veray blend shaders to a corona shader, I am guessing not since the equivalent shader does not exist in corona.


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