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[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.
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Here is a quick ten minute test.
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.
Your best bet for that look is ambient occlusion in the diffuse slot with the proper colors being occluded/unoccluded.
Anyone else having this issue? Was Rebus support contacted about this? Did they provide any explanation?
I would not go for the water cooling, but Im not really sure what the quality of listed product really is.
@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
Here scene.
it's corona 2.0
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
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