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 - pokoy

Pages: 1 ... 99 100 [101] 102
1501
Didn't see this thread, I'll add mine:

Support for ICC Color Profiles. Since most of the print stuff is usually worked on in PS with something else than the sRGB profile, it would be good to be able to specify the intended color space.

1502
Seems like an easy solution :)

Thanks!

1503
[Max] General Discussion / Re: Corona VFB color mapping UI
« on: 2014-04-30, 09:29:48 »
Neat!
How about integrating display of ICC color profiles to please the print people?

1504
Not sure if this has been requested.

I often have to integrate CG content into an existing photo and while the VFB postprocessing stuff is great, it would be even better if you could exclude background and/or objects from post processing.
Once there's a shadow catcher material available, the workflow will probably be to render against a screen mapped ground plane, so having the option to exclude that object would be necessary to be able to judge if the CG content is matching the backplate.

1505
News / Re: Interactive rendering
« on: 2014-04-29, 09:47:18 »
Agreed. I've been using the successor of the Brazil renderer, Caustic, in 3ds max and while it was in alpha stage and it's capability was limited, it was a major pain to go back to the 'traditional' way of working. EVERYTHING is just so much faster to work on, shading, lighting, finding neat perspectives, spitting out fast previews etc...

It might seem like only an addition to the toolset for most people, but it'll eventually become the new standard of lookdev, shading and lighting. The sooner Corona gets it the better, even if it's in experimental stage.

1506
[Max] Resolved Bugs / Re: Blend Material
« on: 2014-04-20, 18:38:26 »
Sorry to bump the thread with a semi-OT question, but is there a thread discussing the issues occuring when using Blend materials? As far as I've seen they work just fine here but I may have overlooked something?

1507
[Max] Resolved Bugs / Re: wxWidgets Debug Alert
« on: 2014-04-18, 10:28:34 »
Have seen this on max 2012 64b as well, only once. I was able to work with the scene without limitations so it doesn't seem to be critical.

1508
Sorry, no image right now. I was rendering against a map in screen mode set as background, so it's maybe happening only when you render with the background map being visible in the top area of the image.
Hope this helps.

1509
Not a big deal but may be an issue especially with spherical rendering.

The topmost row of the image (only one pixel wide) is brighter than the rest of the image. Not sure when and why it happens but I see it in every render here.

1510
News / Re: List of supported 3rt party plugins/renderfarms
« on: 2014-04-01, 11:04:46 »
f-edge can be used as a bump map but it's also a more general map. It paints a gradient (user defined width and color) on edges - either all edges, edges in a selection set or sharp edges based on smoothing groups. Sharp edges is the most interesting option since it can be used for masking to get a worn out edges effect etc.
I guess you could also extend the Corona Edges Texmap to support this.

It is NOT the same as AO in invert mode.

1511
News / Re: List of supported 3rt party plugins/renderfarms
« on: 2014-04-01, 09:30:51 »
A6 works fine with MultiMapID2 (tested in max 2012, there seems to be no 2013/2014 version of the map):
http://rpmanager.com/otherGear.htm#multiidmap

Support for f-edge would be cool. It's probably easy to code by yourself but as long as there is no built-in alternative it would be great to support it:
http://www.ddag.org/products.html

1512
News / Re: Shadow catcher mtl added
« on: 2014-03-20, 13:53:30 »
Bummer, I hoped for this addition for a long time. Will there be an update to A6 or is this scheduled for the final commercial release then?

1513
(OT) Yay to all the Brazil folks! Long time no see ;)

Can't wait to see A6 in action, timing couldn't be better!

1514
[Max] General Discussion / Re: Shader reflection "options"
« on: 2014-02-21, 10:09:19 »
In A6 it will be possible to exclude any material globally from all reflections in other objects

Any way it could also support excluding certain objects from a material's reflection/refraction? Excluding materials all the way is way too general imo.

1515
I think the initial formula sounds good... but where's the shadow element? It's missing in each formula posted so far.

Pages: 1 ... 99 100 [101] 102