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Messages - lextorlex

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Spinner as well as texture for "Metalness" parameter in Physical Material have no influence on material. It is simply ignored.

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News / Re: New Energy conservation mode
« on: 2015-03-25, 11:25:30 »
Well, in case of wallpaint the black wall looks really bad.. But it can be avoided using very high IOR and low reflectivity..

Now I know this isn't how you would like to go about materials, using some weird values, but in that scenario it is avoidable problem.

Nope, that's not a solution. You will completely change characteristics of that material. IOR 100 will mean there will be almost no difference between facing and parallel angle reflectivity. It will look like very dull aluminium, not wall paint.

It's like saying you can workaround refraction bug by using opacity instead of refraction.

lacilaci method with high IOR level can be emproved to avoid absense of difference between facing and parallel angle reflectivity. You just need to add a falloff map to glossiness slot using perpendicular/parallel and draw a user curve there, where at facing angles glossines will be close to almost zero and raised up to a specisied glossiness value (0.2 in the shown examples). It works just fine and doesn't not feel like very dull aluminium or smth.

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Here is material in slate and 8 minutes rendering of CESSENTIAL_Reflect render element

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Hi, Can someone help me understand the reasons of appearing of bright pixels (red arrows) and why reflections behave like transparency (green arrows) on curtain materia which has no transparency at all?

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error report on convertion.

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I download a Procedural Steel Cable Material (https://forum.corona-renderer.com/index.php/topic,4846.0.html) to play with and found that displacement do not work for blend material. It works for CoronaMTL it consist of if apply them to object separately. but when they inside of Blend material then displacement doesn't occur.

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[Max] Tutorials & Guides / Re: Albedo vs render time
« on: 2014-09-29, 18:00:09 »
I'm not sure if this is a good idea.

Why? I see no problems with this workflow. Yes, this script affect materials with colors and bitmaps in diffuse slot. This way, so to say, I just say to render that pure white(255.255.255) color could not be brighter than 0.7 resulting in grayish color (178.178.178) for pure white. But this darkening can be easilly compensated by exposure.

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[Max] Tutorials & Guides / Re: Albedo vs render time
« on: 2014-09-29, 14:38:01 »
Well, In may daily work I use colors at 255,255,255 for diffuse. It is more obvious for me to see white color as white when setting shaders up. So I usually set up my scene, merge some models, convert materials to Corona, create my materials, and when I finish I just use a script to change diffuse level globally for all materials. In my daily work I use 0,7-0,8 (this is albedo for white plaster - one of the most white diffuse surface I can find). So I consider that white plaster is the whitest diffuse surface in my archtectural scenes so other materials which have bitmaps or colors for diffuse will have a lower values for albedo on exit. This is my way to avoid colors at brightest level and I think this approach is much faster then tweaking each materials.



9
Gallery / Re: House project (crits needed)
« on: 2014-09-29, 12:27:50 »
Asphalt is looking more like an ocean from the bird's eye panorama, rather than asphalt.

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