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Messages - TomG

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5446
[Max] I need help! / Substance Painter and 1.5 daily
« on: 2016-07-04, 20:46:17 »
Been exploring Substance Painter for the first time, with particular reference to the new Glossiness in daily builds for 1.5.

Since this is my first time trying this, wanted to post some findings and get some feedback, advice and comments on what I am doing wrong / could do better. Hoping at some point to know enough about what I am doing to make video tutorials about it, if I can understand it better :)

Glossiness
I started with just the Gold Pure material from the Painter Materials library. The only way I got it to work at present was:
- In TextureSet Settings in Painter, set Roughness to Linear (I used L8)
- Use the Converted Maps Glossiness as the output to the Glossiness file
- Save to EXR. If I saved to PNG (even with an RGB value in the TextureSet Settings rather than Linear) then things were not coming out as expected.

If I did the above, then glossiness seems to map 1 to 1 on export from Painter and import into Max, meaning that as best as I could tell the new Glossiness is indeed working to standard. I used high Fresnel values (not importing Fresnel IOR from Painter at the moment, as not sure how that would work) and all was good for materials with a Roughness in Painter of up to about 0.6 (see images for .2 and .5)

However, as Roughness in Painter gets above about 0.6 or thereabouts, the material begins to render more brightly in Corona than it does in Iray or real-time view in Painter (see images for .8).

To correct for that, the Fresnel IOR value in the Corona Material has to reduce, and a reduction of the Reflection brightness is useful too (as at too low a Fresnel value, the Fresnel effect gets more pronounced in Corona than in the Painter material).

I set this up in a crude form - I took the Glossiness EXR, and set a curve so it remains at 1 until a Painter Roughness of 0.6 was reached, then it begins to drop off. With a Corona Mix I used that to multiply with a Corona Colour, and plugged the result of that into the Fresnel IOR so that the value drops with those values of Roughness from 0.6 to 1.0 in Painter. I did the same with the Metal Colour (going into Reflection Colour).

Is there a better way to do any of this? E.g. is there a way to avoid needing EXRs? Is there some better way to control the Fresnel IOR to avoid the overbright results for high roughness values? Is this related in any way to the topic raised elsewhere regarding unexpected results (when compared to other renderers) from Fresnel IOR?

Thanks!
   Tom

5447
Oops misnamed the materials for the dark cards, posting that again here :)

Also the bottle with and without those invisible objects, played with the tone mapping some too.

5448
The advantage I had in my scene is no ground and wall behind the bottle, so the refraction was easy to do! With those needed I think there are two options

1. Set up the "studio" so that the refracted rays hit a dark background of some sort. Could be tricky, though realistic.

2. Cheat some using the Rayswitcher material, which I tried here.

- I created two planes (well, boxes, I was lazy and just cloned the ground plane) on either side of the bottle. In the Direct, I placed a Corona Material that was completely transparent, so the objects don't show up at all when viewed from the camera. In the Refract, I placed a dark blue material. This shows up in the refraction on the bottle. This I found easier than trying to adjust the background objects to ensure the ray hit something other than the ground and walls. These are highlighted in the screengrab

- I did a similar thing with a plane. Used rayswitcher to make it invisible directly, but for reflection I painted on a radial glow texture I made in Photoshop, with self illumination. I dropped in the invisible material to the GI too, so it didn't add lighting to the scene. Kind of to emulate reflecting a softbox somewhere in the studio.

- I changed my reflection environment to something more complex. The main bright reflections are the two Corona lights, rectangular.

- I upped the refraction IOR for the water to 1.5 or so

Of course, setting up the studio "properly" is also an option, so that genuine dark cards, softboxes etc are reflected and refracted, but this can be easier to set up quickly as then you can move the dark cards and softbox simulation around wherever you like to get a good result without worrying if they are in camera or not :) Again not a perfect final image, but may give you some ideas.




5449
[Max] General Discussion / Re: Bucket Renderer in 1.4 ???
« on: 2016-07-04, 17:48:52 »
Well that all may be the best laugh I get all day, all these F5 shennanigans :)

5450
[Max] I need help! / Re: Flame material
« on: 2016-07-04, 15:36:21 »
I'd have thought a texture map, fed into Self Illumination on a material. Works in most cases, and the object can then usually be a plane. Any specific use you were thinking of, as that may change how you approach it?

5451
Most likely lots of different set ups for this, here's one I used - though this was for a standalone object against a black background, to be used in an animation (spinning on the spot, to be displayed in a hologram-style display), so the settings may not be so useful for embedding within an actual scene as things here had to be bright and bold - should give a starting point though.

Things to note

- It needs something to refract, for the refraction of the water to show up. You could add a Refraction Environment into the material for example - in this instance, I had an HDR image in the 3ds Max environment, and used Background Override to show a black background. With nothing to refract, it will lose the look. It also needs something to reflect too, but you seem to have that already.

- I've left Diffuse on in these examples, which gives a slightly "milky" look (and adds the blue colour to the bottle which was relevant given that the bottle was based on a particular brand). Removing that will give a much more clear, transparent look.

- Reflections here may be a bit over-bright, but they suited the purpose! If embedding it in a scene rather than floating on its own, may have adjusted that.

- The water isn't terribly obvious inside the bottle here (other than adding the refraction) but that was ok, as the bottle was tipped and for speed in the project I didn't want to get into modifying the model to make the top of the water surface angled as it would be with a tipped bottle ;)

- It was a purchased model, the bottle is not very thick at all. I didn't do anything with Absorption and Scattering for bottle or water.

- Bottle and water should be two different models (as they are here)

Hope something here sparks some ideas!

PS - the renders here are just quick grabs from the Interactive Renderer, didn't re-render properly for the sake of grabbing these images, which is why they are still noisy :)

5452
The blog posts for each release also go into more detail than the videos, for instance this one about 1.4 alone is a long and extensive list!
https://corona-renderer.com/blog/corona-renderer-1-4-for-3ds-max-released/

Hope this helps!


5453
It will work with several native shaders, though you won't get the same level of control as converting them to Corona Materials (and since that can be done with the included conversion script with the click of a button, no reason why not to do it!) With Corona as the selected renderer, the material list in Slate will show which are can't be rendered (quick grab attached)

Good grief on the list of improvements since the free alpha! Too long a list to mention :) The best summary would be to have a look at the road map at https://trello.com/b/EfPE4kPx/corona-road-map-3ds-max which shows from version 1.2 onward. Primarily, much faster, much more stable, much better handling of many lights, denoising, better scattering, better displacement, render regions in the VFB, and the list goes on, and on, and on....

You could also use, for now, the Speed page on the website, which compares the alpha to 1.0, while the road map above will take you from there to the changes of today (https://corona-renderer.com/features/speed/) - a page that will disappear at some point as it is rather out of date with where things are now.

And the YouTubes for each release
1.2
1.3
1.4





5454
Gallery / Re: Potpourri Assets
« on: 2016-07-01, 19:48:41 »
That is an awesome result from the photoscans! Now you just need VR with added scents to go along with it :)

5455
Gallery / Re: My real apartment :)
« on: 2016-07-01, 15:05:03 »
Aha so this will not be "can the render duplicate reality" but "can reality duplicate the render"! Great images, ty for sharing - congratulations on the new apartment and I look forward to seeing how the  Real World engine handles this scene :)

5456
General CG Discussion / Re: Contests
« on: 2016-07-01, 14:15:31 »
TY for sharing and good luck in the contest! Keep me updated on the news for your entry!

5457
General CG Discussion / Re: Contests
« on: 2016-06-30, 15:19:24 »
ejeZeta's Reality vs Render Challenge 2016:
http://www.ejezeta.cl/2016/06/28/reality-vs-render-challenge/
(We are a sponsor for this one)


And for Corona for Cinema 4D users, the Facebook group of the same name is running a "Render It Cold" cold contest:
https://www.facebook.com/photo.php?fbid=1413073712042873&set=gm.636348629848038&type=3&theater


5458
Gallery / Re: Golden eggs - Scatter test
« on: 2016-06-29, 23:47:20 »
Looks like there's been one busy goose!

5459
Gallery / Re: DRESDEN LOFT
« on: 2016-06-29, 14:09:13 »
Nice images! A quick note, the link says "www" but tries to go to "ftp" which results in a page cannot be found. Copying and pasting the link as it is written works though!

5460
Gallery / Re: Edison
« on: 2016-06-27, 17:51:01 »
I like these! I do have a fondness for "old style" things in renders, with a particular liking for art deco, but anything old in look I always like.

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