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Messages - Brock_Lafond

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Modeled using 3DS Max and ZBrush.
Textured in Substance Painter using UDIM workflow.
Eyebrows, eyelashes and vellus hair done with Hair Farm; figuring out head hair.
Also testing out new animation rig.

Question for Devs:
Any plans to update skin shader to use Roughness maps? As it is, I output roughness from Substance and invert them for use with the skin shader.

Gallery / Re: 2230 Cropsey Ave
« on: 2020-08-07, 22:43:20 »
It looks as though the deck chairs / lounging chairs are floating.

Off-Topic / Re: Best 360 camera for hdri
« on: 2019-01-07, 00:12:52 »
I have the Theta V and use a 3rd party app (360 HDR Bracket Tool) with iPhone. I also use a monopod equipped with a very small tripod foot / base to minimize the overall footprint in the images. I've also purchased a weather proof cover so that rain isn't an issue.

Overall, I'm satisfied, but there are some things that you should know.

The Theta V can connect to a smartphone either by a wi-fi connection that the camera broadcasts, or by bluetooth. I've had greater success with the bluetooth connection.

The camera takes two fisheye images and stitches them together. The stitching is done right after the two images are captured. Stitching takes a few seconds. Depending on how still the scene is and how many exposures you take, the stitching time between exposures can lead to blurry results due to environmental changes. There is a plugin for the camera itself that will prevent it from stitching the two halves together, but then you will have to stitch with 3rd party software later.

Also, with the time between exposures to stitch the images, it can be difficult to get shots in potentially dangerous areas; for example, the middle of a road. While it might be clear of traffic when you set up, you never know when a car will drive by.

The camera can struggle in low light conditiions, introducing noise into the image. Sometimes I don't mind a bit of noise, while other times I've gone and re-shot the images.

If you get the Theta V, update the firmware. By default, there was in issue with banding around the stitching.

The smartphone app is quite limited in terms of camera settings and automation, which is why I went to a third party app that is more VFX oriented.

Last point; you need to merge the exposurse to HDR with 3rd party software. Photoshop works well enough for me.

I've been using an EVGA Classified SR-2 for the past 3 years now and love it.

If you can get your hands on one, I don't think you'll regret it.

Dual socket LGA 1366
12 Slot, triple channel DDR 3 RAM - up to 48GB; unbuffered or registered ecc
8 SATA ports
7 PCIe 2 slots; 4 at 16x or 6 at 8x and 1 at 16x
2 Duplex gigabit ethernet ports
Overclocking possible through BIOS

[Max] Resolved Feature Requests / Re: Multilayered EXR's
« on: 2015-10-22, 05:19:32 »
This is quite doable, and I do it often. Follow these steps.

-Set up your render elements.
-Set up your render output to save the EXR.
-Click on setup to open the OpenEXR Configuration window.
-Under Render Elements click on Add...
-Select all of the elements from the list and click on OK.
-Click OK again to close the OpenEXR Configuration window.

You are now ready to render your scene to EXR with all of the layers embedded.

Have you placed any light portals in the scene?

If you want the interior to be brighter, but maintain the exposure for the exterior, you wil have to fake it. I would do this kind of thing in post. Render to a 16-bit or 32-bit, including a masking layer and adjust the various exposures in a compositing app. Having this kind of exposure will make the image feel unnatural. Look at some reference photographs and you should see what I mean.

I would definitely avoid playing with the Sun intensity. Keep it at 1 and adjust exposure as necessary. Keep it physically real and physically based.

The floor looks a bit too reflective. Try turning down the glossiness.

Add some kind of seperator for the floor and walls; some kind of trim or moulding.

I think the image could use some DOF; everything is too clear and in focus.

Try lowering the camera. The current perspective makes it look as though we are looking through the eyes of a giant.


I thought development of that one ended long time ago...?

You're right. I'm living in the past.

Soft boxes are used in photography.

They're usually rectangular or square and emit a soft light, which has the effect of flattening highlights.

In CG terms, it's basically an area light.

Any chance of uploading these scenes as .obj?

Work in Progress/Tests / WIP (Partial Nudity)
« on: 2015-04-18, 23:16:49 »
Current work in progress using Max and Corona.

No specular or reflection maps yet.

The absorption color is the same as the diffuse color map.
The scattering color is the diffuse color map multiplied by red.

See attachments

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