Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - bunny

Pages: [1]
1
I want to thank you all for taking the time to clarify things to a newbie. I will definitely look into everything you said and try to get the grasp of things once and for all.

2
I appreciate the swift response. The reason why I went with Corona is because I need a good Product Visualization render engine that provides all the features needed for 3D rendering commercial products (furniture, tech stuff, cars, food, etc. -- ANYTHING THAT SELLS TO CLIENTS). It was either VRay or Corona for me and I went with Corona. I do not imagine I can get the same Studio render results in engines such as Unreal, which are game-centric. All I need are 3 lights, two cameras and a white floor.

In any case, to add onto your reply, those materials that default to real world scale, does it mean that the number shown next to the material should be applied on a sample of that size? Meaning, when I unwrap a model, do I keep the size of the UV shell to correspond to the actual size in 3d space? For instance, a 100cm object in 3d space should have shells that fill the 1 to 1 UV space? since the whole 1 to 1 UV space can be considered to be 1m squared?

3
Hello fellows,

I am very new to rendering, and I decided to go with Corona. I am learning all I can about it right now. One issue that befuddled me is determining the PROPER texel density in an ACCURATE and FAST manner. I open already existing materials in the Corona Material Library and each sample has a number written next to it. I imagine this is a demonstration as to how the material looks on an object of that given size? Can I use this information, somehow, to determine the proper TEXEL DENSITY? I want to avoid adjusting the UV scale manually hoping I get it right. I am attaching an image of what I am talking about.

Any help, advice, would be greatly appreciated.

Kind regards,

Pages: [1]