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Messages - Adanmq

Pages: 1 [2] 3 4 ... 7
16
Work in Progress/Tests / Interior experiment
« on: 2015-09-12, 01:11:07 »
Hi. I´m making some very simple test using Corona and photos from http://yellows.dk/ in order to have real references to compare and improve my overall understanding of light and materials so it´s just an exercise.
The original one it´s much better xD



HR: https://www.flickr.com/photos/adanmq/21139409890/in/photostream/lightbox/

17
Gallery / Re: Morning Spring Nook
« on: 2015-09-01, 21:13:41 »
:O Very nice renders. The trees in the background looks to CG compared whit the rest of the image.

18
[Max] I need help! / Re: curtain material
« on: 2015-08-31, 18:11:54 »
Hi. I made this one some time ago (alpha 7) but should work the same.

It´s just translucency + Falloff map in opacity. Hope it can help you.


You can see it in action here:
https://www.flickr.com/photos/adanmq/19031868136/in/photostream/lightbox/

19
Gallery / Re: Restaurant in Riga
« on: 2015-08-31, 18:06:21 »
Great work. Congratulations. ;)

20
Thanks Maru, look very good i will try it. Right now i make a normal map from the OSL Vray Texture but i need to render it every time and i must have UV cords, xD

Tanakov, my Shader its similar to the one from the tutorials, very simple stuff. I Share it so you can take a look. It can be optimized and maybe remove one Blend but i want to have the possibility of control the metallic/Dielectric ratio of my material, because flakes look much more integrated this way, whit out the dielectric mix the metal looks "exposed". I include 2 Flakes maps generated using the OSL Vray texture, i´m working on a better way of making them.

You need a metallic base, but the light hit this metallic surface after travel trough the paint pigment, so in order to simulate this you need to "tint" the metal reflections properly. Mix it with a Dielectric to better catch highlights and give it a better look and finally you need a clear-coat, mix it using Fresnel falloff and use a IOR of 1.47-1.6.
You control the spread of flakes using the glossy from the metallic base, the Normal bump or by using another normal map.

Here is an example:


If someone have some ideas of how to improve the shader i really will appreciate it, ;)

Download:
https://drive.google.com/file/d/0Bys9_iWhCgvfWDU0aXVDQXExNjQ/view?usp=sharing

21
Thanks you maru!!.
I´m making mine using Substance Designer but i´m thinking on scatter some real flakes and render the normal map from MAX.

22
Hi. I made a very Quick & Dirt shader it´s very simple and you can use it as a base for your shader. Mine it´s maybe to reflective.

You can decrease reflection or remove reflection tint by just changing the base reflectivity color, and adjust glossy by changing the 2 output nodes or just remove the nodes and use a single map for glossy.

In this type of material light it´s very important, try to recreate the one from the reference.

Hope it can help you.

Looks like scene file it´s too big for attach. Here is the link:
https://drive.google.com/file/d/0Bys9_iWhCgvfV2J1OHJyR0JIM2c/view?usp=sharing

23
Thanks you all guys. I think i found the problem, using Corona Map (0 filtering blur) instead of 3D Studio MAX map and decreasing a little bit flakes intensity works perfect for me. And the Corona result looks better to me now. :D

Now i´m trying to improve the flakes map itself.



24
Hi all. I´m trying to create a Carpaint shader using Corona and i have found a problem using normal maps to create flakes on glancing angles. I´m using Vray to compares just because it´s the only other engine i have, and i´m not sure if this is problem or just Vray being not precise enough. But i want to achieve the Vray Result because it´s more appealing to me.

I convert the material from Vray using the corona converter just to get the exact glossy values in order to get perfect match. But the real problems it´s the normal map, in Corona its visible at glancing angles causing some sort of "noise".

There is some examples:





And Corona render without Normal map. Look perfect:


All renders are RAW.

Thanks in advantage.
PD: Excuse my bad English.

25
Hi. I´m having problems using Corona Proxy and Corona V1.1.1

I´m making a plant and all the flowers are proxys (arround 4000 proxys) everything works fine, but i decide to change the name of the proxy file in order to organize my work, thinking on simply replace the proxy path after, but MAX slow down to 1Frame/Min or something like that, i can´t do anything. After 5 min i can change the proxy path to the new one and everything works fine again.

I can send you the file if you want.

26
General CG Discussion / Re: Giving away your work
« on: 2015-07-05, 19:42:51 »
I will remove all the models/textures i can´t legally redistribute, ask for a lot of money and if the client pays it, its ok to me. I will never give it for free.

But even if you give everything to someone this doesn´t mean he can make the same, there is a lot behind our work, the scene contains just some technical aspects of the final image. Some great artist are selling her complete scenes for 100-200€ and they still the best around there. The technical stuff it´s just the "base" of a good image, is like learn how to use a reflex camera (this don´t make you a great photographer). The most important part it´s not in the MAX.

Just my personal opinion. ;)

27
News / Re: Tutorial: SSS Strawberries
« on: 2015-07-03, 22:12:30 »
Nice! Thanks a lot. ;)

28
News / Re: 5 new Corona tutorials
« on: 2015-06-29, 17:59:23 »
Thanks i will see they right now. ;)

29
Gallery / Re: Corona for Environments: second try
« on: 2015-06-19, 01:37:54 »
:O I love it.

30
Gallery / Re: Honey project
« on: 2015-06-19, 01:32:57 »
Wow. I really will love to know more about your shaders, they look amazing.

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