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Messages - flood

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1
[Max] I need help! / Re: Carved wooden look
« on: 2019-02-25, 12:34:06 »
Here is a quick ten minute test.

Looks totally real. I'm getting simular results now after some testing en tweaking.

2
[Max] I need help! / Re: Carved wooden look
« on: 2019-02-24, 14:47:05 »
Thanks for the help everybody. I'm getting the results that I was hoping for.

3
[Max] I need help! / Re: Carved wooden look
« on: 2019-02-22, 23:19:56 »
Few tips from me.

Work on displacement first. Create plane, add turbosmooth modifier with as many iteration as your PC can handle without lagging, add displace modifier on top, set its strength to some arbitrary value (you will adjust that later) and plug displacement texmpap in its map slot. Procedural cellular would be the first candidat. Now play with settings, untill you feel happy about look.

Once you found good displacement map, move to colour. Plug AO to Corona material's diffuse slot, choose calculate from inside mode, set occluded and unoccluded colours to what you need (you can set them to some contrastish colours at first to better see what's going on), set colour spread to 1 and adjust max distance untill you feel happy with width of secondary colour. Now, set colour spread back to 0 and you should have pretty decent result. Interactive rendering is highly recommended while playing with material settings.

Here's my very quick attempt with described technique. With some more time and effort, you can achieve even better result.

Thank you so much for this explanation. This is what i was looking for. I will try to recreate this with your explanation. I will let you know how it goes. This really helps to improve my skills.

4
[Max] I need help! / Re: Carved wooden look
« on: 2019-02-22, 15:47:55 »
I have been testing a few things today

First of all, to get the ambient occlusion to work on all the carving outlines I have to use a displacement mapping.
If i don't use displacement, only the outer modeled part of the whole object and other modeled edges show ambient occlusion.

But I can't get the displacement mapping to work how it should. I always have a hard edge around a single carving. It's impossible for me te get it without.


Any ideas or a push in the right directions is very much appreciated :)


5
[Max] I need help! / Re: Carved wooden look
« on: 2019-02-22, 08:36:43 »
Your best bet for that look is ambient occlusion in the diffuse slot with the proper colors being occluded/unoccluded.


Thanks. I will try that. I saw a few "dirty edges" tutorials for corona with ambient occlusion but didn't know it could help to achieve the carved look aswell.
I will do some tests.

6
[Max] I need help! / Carved wooden look
« on: 2019-02-21, 18:12:38 »
I want to create a texture to give my 3D model a wooden carved look like in the photo.
Is it easy to produce this kind of "effect" with corona. I searched the corona materials but couldn't find what i needed.
Creating realistic textures isn't really my biggest strength but I always seem to be able to create what I need after somebody points me in the right direction.

So any advice or help is very much appreciated.

7
Anyone else having this issue? Was Rebus support contacted about this? Did they provide any explanation?

Hello Maru,

I contacted rebus an this was the reply

"An update of Corona might allow changes, but I am not aware of any updates, no other of many corona users have reported such a problem. please observe, if this becomes a problem, we contact our developers."

I have not yet done any testing after that. I'm between projects now and have not done alot of corona with rebus rendering lately. I will be using rebus again in the future and will post back when I have the chance.

8
Hardware / Re: AMD 2950x workstation help
« on: 2018-12-04, 12:09:16 »
I would not go for the water cooling, but Im not really sure what the quality of listed product really is.


Could you explain why you adviced against watercooling? I have the same watercooler and have no issues or problems with it.
I first tried a normal fan cooler but couldn't cool the CPU enough when overclocking (I have a intel setup - 7820x) and was happy I change to watercooling.
Made a big difference in terms of cooling the CPU.

9
Thanks for the reply Johnnyswedish,
I'll look into it but I have still a lot of render credits at RebusFarm.



10
I'm using rebusfarm for a while now and always noticed a small difference in gamma/contrast when rendering corona with Rebus. When rendering on my home PC the images always are lighter. I was a bit used to the fact that images are always a bit darker with rebus.

But today, when i compare the images I rendered a few days ago with Rebusfarm and the images that I rendered today there is a change in gamma/contrast.

Has anyone noticed it too?


11
@flood - I am referring to the 1st post and the original issue.
Do you have some reflectivity enabled for the shadowcatcher material? If no, then those "reflections" are in fact GI.
GI should be picked up by the shadowcatcher anyway, and should be visible in the alpha channel.
Basically, the image should look identical if you render the shadowcatcher in normal mode (e.g. on a blue background) and if you enable the "for compositing" mode, and then composite the image in Photoshop (e.g. with a blue background).

I am not exactly sure what is going on here, and the thread has become a bit chaotic. If you would like us to take a closer look at this, please contact us using this form https://coronarenderer.freshdesk.com/support/tickets/new

Hello Maru,

Reflectivity was not enabled for the shadowcatcher material. So yes, it's probably GI. I will create a ticket.

12
Thank you all for helping me out. Faceting is gone now.

13
Here scene.
it's corona 2.0

Thank you very much. This is helping me a lot. I have never used hdri mappings before. So i'm trying to replicate your scene without shadowcatcher and then build up from there...
I made the same scene from scratch and added your hdri mapping to the scene. I'm getting faceting results on the teapot and I don't know why.

I have included my scene in this post as attachment.

14
That's strange. here how it works for me.

just white background in shadowcatcher and  direct visibility  with hdri in environment for light
http://imagizer.imageshack.com/img924/309/Fn5Xw2.jpg

this is how compositing looks, i've change direct visibility to black  for proper rendering alpha channel, it need in some case.
http://imagizer.imageshack.com/img922/7787/lNftla.jpg

Open exr in photoshop and apply alpha channel to mask layer
http://imagizer.imageshack.com/img921/4623/e5tzy4.jpg

with selected mask at layer cntl+l to adjust levels for mask to show less shadows
http://imagizer.imageshack.com/img922/4787/pKooIS.jpg

for  removing this bounce you need to use rayswitch material for shadowcatcher

Could you post your scene so that I can take a look at the settings? I probably am doing something wrong.


15
Ok i think i am understand what you want, when you rendering in compositing mode and see in beauty pass this is not  real what is looks like,  turn off composing mode and you will  see real image, what you saw it's some kind indirect pass what will compose with alpha. Then you render without compose mode you will notice what you do not have light bounce, to add it setup more lights or some hdri environment then you will start to see bounce and then you  can change to compositing mode, now alpha will have this indirect bounce

I tried rendering without compositing mode but the light bounce is still there.

EDIT : I set the backplate to black and now the light bounce is gone. It was white before.


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