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Dear Lupaz, all it takes is a few clicks:
https://www.poliigon.com/search/recent/narrow/list/free%20textures

30 free textures, you are welcome.

2
This is a really good tutorial for those who are interested in the whole PBR workflow in Corona:

Anyway, thanks for the info Jtveclipse12 that the reflection map needs to be inverted.

Just one question:
Does the Gloss Map needs to be inverted also when assigned to the "refl. glossiness" section ?

3
Respond to Jtveclipse12:
Very helpful respond, thank you.
The Normal map can also be nicely integrated by setting Override to 1 while importing.

The Glossiness maps sort of "breaks up the reflection" when placed in Glossiness slot.

Some of the Reflection map [Like the brick] have a lot of details and not just one color but seems to make no difference whatsoever, it seems the Glossiness map is overriding anything that the reflection map might be doing...so I have no idea what it does and by the way, why the need to invert it, looking at the brick reflection map, inverting it would make the line reflective and that makes no sense, I guess the gist is putting ANYTHING to the reflection slot at all makes no sense to me.

Respond to Vkiuru:
I am agreeing with you that the reflection map seems...at least in Corona...to makes no difference.

4
This Site is really awesome, FREE realistic PBR material for Corona or other renderer.
I just downloaded all the freebies in the site.

Though I have no idea which slot to put the textures in for now.

https://www.poliigon.com/texture/152

Materials from this site comes with:

Diffuse - to be placed inside Corona's Color Slot.

Ambient Occlusion - No idea where to put it, possible only as a second render overlay in Photoshop ?

Gloss - Glossiness Slot ?

Normals - Normal Slot naturally.

Reflection - No Idea which slot.

Guys this site is awesome, check it out, and if anyone of you know which map goes to which slot, please lay it out here so we all know :D

5
In Mental Ray, you can specify the bounce number, the higher the number the more "Global Illuminated" the whole thing looks.

Any idea what is the number of bounce Corona uses ?
Yes it is incremental/progressive rendering, that is true, but it is clearing up the noise in time from an already set bounce setting, what is that setting ?
How many bounce is Corona internally calculating ?

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Arh, yes inside the CoronaRoundEdges, thanks !

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How to add CoronaRoundEdges & Corona Normal Map to the bump slot at the same time ?

8
Gallery / Re: Old river
« on: 2017-04-13, 23:40:44 »
This is one of the most beautiful CG of nature I have ever seen.
I wish and want this place to be real.

Oh, One more thing Wireframe view for inspiration !

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You are amazing ! Thanks !

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Situation 1:
HDRI in Environment Map.
All is perfect, reflection is perfect, refraction is perfect, the diffuse texture a.k.a color slot's map, is showing.

Situation 2:
Uncheck "Use Map" in Environment [So that it will be black background on render]
Drag the environment map unto Reflection Override and Refraction Override.
Everything works, but diffuse texture is now not showing, model appear as black but with correct reflection and refraction.
What happened to the diffuse texture ?

11
When the render have a background image, corona renderer does passes on the background image wasting resources and time, I went to the bitmap setting in the material editor dialog and set filtering to none but Corona is still doing passes on the background image.

I would like corona to stop working on the background image and focus on doing passes on the 3D models instead.
How do I do that ?

Thanks.

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