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 - agentdark45

Pages: [1] 2 3 ... 38
Chipping in with my 2 cents: I've recently changed over my main monitor to an LG CX OLED. Such an amazing upgrade over my previous IPS monitor (I'm never going back to IPS). I use DisplayCal with a Spyder 5 for system wide calibration, and am around 1 Delta E.

The difference really is night and day, something was always "off" with the many IPS panels I've used before - constantly second guessing whether what you are seeing is correct/too contrasty/too saturated (even with calibration).

I believe LG are set to release a new G1 OLED this year which supposedly is meant to get brighter than the current CX, but it will cost a fair bit more.

Absolutely not, not for such price.

Ryzen 5950X trashes it all around completely. The 2990WX is sadly worth less than 700-750 Euros thus, at best and even that, for the platform (8 memory slots).

This. Not to mention the 2990wx will most likely melt his motherboards VRM's/suffer from extreme throttling.

That pro board looks very interesting btw Juraj, I wonder if there will be a new socket for the 5000 series Threadrippers, or whether existing TRX40 motherboards will be compatible - although I do find the silence on any new Threadrippers from AMD weird.

Would it not be easier to just create a dedicated "IOR map" that the source bitmap feeds into, that automatically inverts, and internally changes the high value according to whatever the main material IOR is? This implementation shouldn't need a material rewrite or break any pre-existing material setups (kind of like how a bitmap feeds into a "normal map" before going into the bump slot).

metalness should be really used only for materials made of metal - so concrete, marble, silk are non-metal. Darkened bronze would be probably done with metalness map (metal bronze vs. non-metal "dirt"). Car paint is very complex and specific material, neither metal nor non-metal will represent it 100% physically, so I guess it would be possible to fake it with both

Great, thanks for clearing that up.

As a quick workaround (whilst you procrastinate and put off learning UV unwrapping because it doesn't seem that important yet...) I sometimes do the following:

1. Make sure your object is an editable poly, or apply an edit poly modifier
2. Select the sub-object element for the part you want to edit
3. Rotate around the axis relevant to the wood grain you need to change
4. Leave sub-object mode and rotate at object level back to the original position

This will effectively alter the objects UVW coordinates, I use this process a lot when I have a triplanar wood material instanced across multiple objects, I find it quicker than unwrapping everything.

Hold up, does the Triplanar map read local axis/UVW direction of sub-objects? This would be a lifesaver!

Am I correct to say that you guys implemented oren-nayar diffuse model ? This looks really really promissing !

Would like to know more about this for sure. The Arnold examples posted a while ago really benefited from the diffuse model.

Also, is there a guide for how to use legacy reflection and glossyness maps with the new PBR material?

Also, under what circumstances would you use the metalness/non-metal workflow? For example; semi-polished concrete, dark antique/tarnished bronze, polished marble, silk rugs, car paint e.t.c. I'm a bit confused as to where the cut off point is where materials have a reflective but also strong diffuse component. Or am I misunderstanding metalness?

[Max] General Discussion / Re: Tonemapping - Plz Halp
« on: 2020-12-04, 18:43:06 »
Just curious, what are your main reasons for pursuing this pipeline? Is it to keep up with industry movement or are you finding much benefit from it in your CG pipeline?
I think over the past 5/6 years ive read similar threads and its been interesting seeing how the discussion changes and seeing how much better its understood each time but i think alot of people, myself included, would love to know how following colour managed workflow in this way actually helps you day-to-day.

Ultimately for me it's to get better and more photographic renders "out of the box". Less fiddling with VFB sliders and cursing over blowouts, black crush, murky greys, wonky contrast/saturation, scrolling through LUTs e.t.c.

[Max] Daily Builds / Re: Corona Scatter speed improvements
« on: 2020-12-03, 13:50:01 »
Out of interest, I decided to set up 2 identical scatters using Corona Scatter and Forest Pack. Both scattering exactly 480 000 cubes on a plane

Corona Scatter scene parse time - 1 second
Forest Pack scene parse time - 20 seconds

Sadly we still use Forest Pack due to the limitations Corona Scatter holds against Forest Pack. If I had to suggest which features to add, Its everything ;)

Wow, devs is there any way FP parsing can be sped up or is this something the Itoo guys need to fix?

Gallery / Re: SALEWA Wildfire Edge MID GTX FULL CGI
« on: 2020-11-25, 15:19:34 »
Yeah, I think I would curl into a foetal position under my desk if I had to model and texture this.

Yep its a known bug - I've raised it many times. This is a really fundamental feature so I hope it's gets solved soon.

[Max] Bug Reporting / Re: Adaptive Light Solver Issues
« on: 2020-11-14, 15:00:03 »
Yea, 2.5D displacement sucks, and in the latest v7 daily the "old" 3D displacement is removed. So I realy hope 2.5D gets some serious overhaul.

I wouldn't say it sucks, it just needs to have the bugs fixed (line artifacts, shading errors et.c.)

[Max] Daily Builds / Re: Corona Scatter speed improvements
« on: 2020-11-12, 22:29:44 »
Hi guys, thanks for the tips and especially for the example usages. I logged them all. They make sense.
In fact, we are already working on some features you have mentioned. Unfortunately, I cannot give you estimate when everything gets ready.

Awesome, glad to hear it! I tend to stick with Corona scatter over forest pack for general ease of use/UI intuitiveness. With some more features I'd never have to use another scattering plugin.

As a side note, I've been using FStorm a lot recently and it would be great to use Corona scatter with it - would this ever be possible? Or would the FStorm dev need to implement it? Forest pack currently works with it.

[Max] Bug Reporting / Re: Adaptive Light Solver Issues
« on: 2020-11-11, 15:13:43 »

We have a few reports of this already. Unfortunately it is not a simple fix, I will report it to our dev team and I will let you know when I have some more information.

Is it possible for you to send over your scene for testing purposes?



Hey, while you guys are looking at this, could you possibly look into the environment overrides at the same time? As this seems to be one of the underlying issues at play here.

Currently when overriding the reflection/refraction environment with an HDRI, mad amounts of fireflies/glints start appearing, therefore making overrides essentially non-usable - and I'd argue this is a pretty common render engine feature to still have broken after all this time. Clamping the HDRI does somewhat fix the fireflies, but this completely destroys the dynamic range of the HDRI (therefore unusable).

[Max] Daily Builds / Re: Corona Scatter speed improvements
« on: 2020-11-10, 13:39:45 »
Here is my features list :
Ability to control z offset and scale for each model
Distribution modes different from the standard one (like forest Dense, full, isle, scattered...)
Exclude areas, exclude objects
Clusters mode
Surface direction and slope range

I'll add to this:

1. Mappable distribution of each scattered object (within the same Corona scatter), with collision detection between different objects.

 - Example: I want 4 different grass clump models in a scatter, but want finer control of how each clump is mapped within the scatter. Currently you'd have to create 4 different scatters, and collision detection won't work between the scatters. I've been fudging this using various masks and inverted masks, but it can get complicated quickly.

2. Better scatter object collision detection.

- Example: the generated convex hulls aren't great for items with complex geometry (trees with long branches e.t.c) when collision detection values are higher.
- Example: trying to densely pack the volume of a sphere with objects, whilst avoiding objects clipping the sphere or self intersecting.

3. The ability to delete/manually add objects to the scatter (after they have been scattered).

- Example: You like the general feel of the scattered items, but there's one pesky tree that's blocking your view - I want to remove just that one tree without affecting the rest of the scatter. Sure I could keep increasing the random seed value until I find a more suitable scatter distribution for the view, but that can often be quite tedious.

4. UV mappable colour/reflection control of scattered objects.

- Example: Creating patterned rugs easily. I want to tint certain rug fibers in the scatter with a colour in a well defined pattern.

Gallery / Re: Beer
« on: 2020-10-28, 15:12:50 »

Thanks for the breakdown! I'm a max user so having a bit of trouble getting my head around the material did you merge the separate side/top layers into one object? Is the foam one mesh, with Multi ID material or a layered material? Also what's going on with the Vertex maps here?

I've had a bit of trouble doing this in the past with SSS materials and Corona, it doesn't play nice with multi/layered SSS materials. One thing I'm thinking is whether you could triplanar map the foam (using different bitmaps for the top/sides), that way you could keep everything contained in one single material for the SSS portion. I guess this could also be done using a composite map with different UV channels for the bitmaps?

Would you mind linking me where you got the bitmaps or if there's a possibility to purchase them? Would love to run some tests of my own.

Pages: [1] 2 3 ... 38