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Hello,
This is my take on a cloud render, it was inspired by the "dovneon" renders,
All C&C are welcome
This is my take on a cloud render, it was inspired by the "dovneon" renders,
All C&C are welcome
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In this case, it looks like the wall is actually affected by some kind of light, like from sky. Isn't that the case?I guess, im just gonna use color correct and override the lightness, thank you all for your help
Dubcat has a very in-depth post about how the paint swatches on paint sites already take into account the LRV of the paint finish meaning they are often already adjusted to compensate for real world lighting. He has a method of adjusting paint swatches to their actual albedo value without the LRV adjustment.
https://forum.corona-renderer.com/index.php?topic=13398.msg124782#msg124782
In this case, it looks like the wall is actually affected by some kind of light, like from sky. Isn't that the case?I guess, im just gonna use color correct and override the lightness, thank you all for your help
Could you post a sample scene with this issue? I am sure that would help us understand it better. You can use our private uploader for this: https://corona-renderer.com/upload
Are you using some LUT, post-processing or tone mapping in the VFB? Color temperature?
I know but i wanted to get the color as close as possible from 3d max, but thanks for the adviceHello people, the last couple of projects I had problems with the colors requested by the client and the result by corona,
the color in corona (3d max generally I think) always differ it usually brighter,
I'm using gamma 2.2 corona sRGB picker, I tried using the color as an image (created in photoshop) and apply as texture didn't work either,
So what I did was got the base RGB from photoshop and try to tweak the color in corona interactive to hit the exact color RGB, the only problem is that its a bit time consuming,
So I was wondering does anyone has an easier solution?
Thanks in advance
You can always use CMasking_Mask,CMasking_id or CMasking_wirecolor, that way you can have some control over your colors in post production.
Thank You for your reply
The Image below is rendering in a neutral lighting scene, with corona color material with no reflection or glossiness
How is your lighting set up? Just as it does in the real world, The brighter a surface is lit, the more desaturated it becomes.
One other consideration is that if using kelvin to colour your lights, it is slightly broken and 6500k in a corona light is actually tinted magenta. Using direct input and setting it to 255 white yields an accurate result if using 6500k in the VFB which you should be in this instance.