Author Topic: cjwidd render thread  (Read 19980 times)

2020-09-15, 16:36:13
Reply #105

cjwidd

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Buddha
3ds Max | Quixel Mixer | Corona Renderer





« Last Edit: 2020-09-17, 14:43:09 by cjwidd »

2020-10-07, 01:28:44
Reply #106

cjwidd

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Tealight Holder
3ds Max | Quixel Mixer | Corona Renderer


2020-10-07, 09:36:49
Reply #107

romullus

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Glaze cracks looks inverted and they doesn't affect specular much. Also there's visible seam at the object's top. Other than that, looks very good.

I'm curious to know, if there's specific reason why you prefer mixer instead painter, or mari?
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2020-10-07, 11:27:48
Reply #108

cjwidd

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Thanks Romullus, keen eye as always +1

It's really due to ease of access to the Megascans library. At one point I was looking for a tool to bridge Megascans into Painter and there was (briefly) one in development, but it never reached the market. I do use Painter, especially for map baking, but unless I need to hand paint some details, Mixer is much faster. Unfortunately Mixer does not currently support 8k export, which is an impediment in some cases.

2020-10-10, 13:24:38
Reply #109

cjwidd

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Interior
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« Last Edit: 2020-10-10, 13:32:46 by cjwidd »

2020-10-12, 09:06:32
Reply #110

cjwidd

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High Plains
Wall covering; procedural material
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« Last Edit: 2020-10-17, 10:50:52 by cjwidd »

2020-10-12, 17:10:38
Reply #111

lupaz

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lol right? The fuzzzzzz

In all seriousness, starting with a 1200 DPI scan was a huge benefit - you can see individual fibers in the scan, which is pretty incredible.

Hi Cjwidd.
Do you mind if I ask you what did you use to scan?
Thanks.

2020-10-12, 20:04:47
Reply #112

romullus

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Nicely done! Would love to see the graph if you don't mind to show it.
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2020-10-12, 21:19:23
Reply #113

cjwidd

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@lupaz
The scan was originally captured with a Widetek flatbed scanner at 1200 DPI - super massive resolution (.PSB) and is processed down to an 8k tile. A lot of the shading legwork is being done in Max / Corona Renderer in this case, i.e. SSS, diffuse falloff, hair / fur, etc.
« Last Edit: 2020-10-12, 21:28:53 by cjwidd »

2020-10-12, 21:23:59
Reply #114

cjwidd

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@romullus
It's a complicated-ish graph with a couple of custom generators at work to do the stitching across the main stripe pattern and also a flood fill operation.


2020-10-13, 00:40:26
Reply #115

lupaz

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@lupaz
The scan was originally captured with a Widetek flatbed scanner at 1200 DPI - super massive resolution (.PSB) and is processed down to an 8k tile. A lot of the shading legwork is being done in Max / Corona Renderer in this case, i.e. SSS, diffuse falloff, hair / fur, etc.

Oh. I thought you were doing a 3D scan.

2020-10-13, 00:49:33
Reply #116

cjwidd

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@lupaz I'm not totally sure what you mean? Do you mean a photogrammetry based approach to scanning a surface?

2020-10-14, 13:14:15
Reply #117

cjwidd

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Lunette
Wall covering; scan-based material
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« Last Edit: 2020-10-17, 10:51:15 by cjwidd »

2020-10-14, 13:58:54
Reply #118

romullus

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@romullus
It's a complicated-ish graph with a couple of custom generators at work to do the stitching across the main stripe pattern and also a flood fill operation.

Nice graph, thanks for showing it! I always wanted to learn Substance Designer. Maybe one day...
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2020-10-15, 07:47:24
Reply #119

cjwidd

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Nice graph, thanks for showing it! I always wanted to learn Substance Designer. Maybe one day...

SD is a pretty intimidating software; I picked up SD and instantly put it down probably five times before ever really spending time with it.