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Messages - Javadevil

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346
Gallery / Re: alieneye`s render tests
« on: 2012-09-20, 09:32:34 »

I love the statue, really nice !

347
[Max] General Discussion / Re: Material Converter
« on: 2012-09-20, 03:06:59 »

Javadevil: I downloaded the TheaRender demo and made a function for converting but... all those maxscript commands seem to be broken. I can get a list of all the commands I need but they are not accessible, or to be more precise, it does not recognize them when I try to read values ("Unknown property: "Diffuse" in...") Those materials and the whole exporter is a pain in the a** anyways... They really want 40 euros for that?!

Okay, I just remembered,  I'm using the beta plugin which is different to the free demo.
I'm guessing they have change the names of the commands.

The maxscript part of the exporter is temporary.
The plugin is slowly being re-written in C++.
Its pretty much the reason I don't use Thea often.

cheers

348
Gallery / Re: Interior rendering
« on: 2012-09-19, 15:15:53 »

Thanks Ludvik,

I'll make the adjustments

349
Gallery / Re: Interior rendering
« on: 2012-09-19, 15:00:12 »

Another angle and a couple of material changes.

350

Nah stop developing for Max and there crappy API.

351
Gallery / Interior rendering
« on: 2012-09-19, 05:43:53 »

Here's an old scene of mine that I dig up from time to time and put it through a different render.
So its Coronas turn :)

Let me know what you think, always open for critique.

cheers

352
[Max] Resolved Feature Requests / Modo Version, screw Max :)
« on: 2012-09-19, 02:41:55 »

Make corona for Modo, a new material editor and I'll dump 3dsmax in a second :)

353
Gallery / Re: Oven
« on: 2012-09-19, 00:32:30 »
Thats nice ,I like the subtle bump in the highlight at the top.


354
Gallery / Re: Rendering is magic :P
« on: 2012-09-19, 00:28:41 »
Corona is going to be known as the Pony renderer :)

355

Corona needs a shadow catcher material for comping 3D into back plates.
Must be able to catch the shadows from all corona lights and environment.

cheers

356
[Max] General Discussion / Re: Material Converter
« on: 2012-09-18, 13:47:36 »
Code: [Select]
Okay heres commands the mats in the layers.

[code  .Diffuse : RGB color
  .diffuse_tex : texturemap
  .reflectance : RGB color
  .reflectance_tex : texturemap
  .Translucent : RGB color
  .translucent_tex : texturemap
  .absorption_val : float
  .absorption_col : RGB color
  .IOR : float
  .extinction : float
  .trace_refl : boolean
  .exported : boolean
  .sigma : float
  .sigma_tex : texturemap
  .roughness : float
  .roughness_tex : texturemap
  .anisotropy : float
  .anisotropy_tex : texturemap
  .aniso_rot : float
  .aniso_rot_tex : texturemap
  .bump : integer
  .bump_tex : texturemap
  .normal : boolean
  .reflectance90 : RGB color
  .reflectance90_tex : texturemap
  .fresnel_curve_values : float array
  .use_custom_curve : boolean]

357
Off-Topic / Re: Your OTHER renderer?
« on: 2012-09-18, 11:59:11 »


I still use a few of them, depends on the project and client.

Last couple of months I've used Corona for every project.


358
Gallery / Re: Javadevils tests
« on: 2012-09-18, 08:23:00 »

Inspired by Alieneyes cups and perfume bottle.

This one is a gradient mapped in the refraction.

359
Gallery / Re: Javadevils tests
« on: 2012-09-18, 00:27:16 »

Been checking the ronen thread about translucency, so did my own forresty type scene.
It still needs work, too much lime green.

360
[Max] General Discussion / Re: Material Converter
« on: 2012-09-18, 00:12:45 »

Here you go Deadclown, its quite a complex shader, 3 layering and 3 blending modes.
Don't put to much effort into it, I just need the diffuse and bump bitmap paths copied to corona mat.
Reflection and the rest I can fix myself.

Code: [Select]
classof meditmaterials[1]
Thea_Material

show meditmaterials[1]
  .mat1 : material
  .mat2 : material
  .mat3 : material
  .mat4 : material
  .mat5 : material
  .mat6 : material
  .Percent1 : integer
  .Percent2 : integer
  .Percent3 : integer
  .Percent4 : integer
  .Percent5 : integer
  .Percent6 : integer
  .mask1 : texturemap
  .mask2 : texturemap
  .mask3 : texturemap
  .mask4 : texturemap
  .mask5 : texturemap
  .mask6 : texturemap
  .exported : boolean
  .twoSided : boolean
  .shadow_only : boolean
  .repaintable : boolean
  .dirt : boolean
  .dirt_amount : float
  .dirt_tex : texturemap
  .perc_level : float
  .minblur : integer
  .maxblur : integer
  .bitm_preview : string
  .use_file : boolean
  .filemat : filename
  .mtlroom : integer
  .clip_enabled : boolean
  .clip_tex : texturemap
  .clip_th : integer
  .soft : boolean
  .disp_enabled : boolean
  .disp_tex : texturemap
  .disp_subdiv : integer
  .disp_micro : integer
  .disp_height : float
  .disp_center : float
  .disp_bounds : boolean
  .disp_smooth : boolean
  .emit_enabled : boolean
  .emit_tex : texturemap
  .emit_color : RGB color
  .emit_kelvin : integer
  .emit_color_scale : integer
  .use_ies : boolean
  .ies_file : filename
  .power : float


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