Author Topic: Corona Sky and colour correction node  (Read 5201 times)

2015-09-23, 18:21:05

redlad

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Hi,

I am using Corona Sky in my environment slot. The blue cast is very strong. So I tried using a colour correct node to desaturate the Corona Sky. Is this common practice and has anybody ran into trouble with this workflow before?

Thanks!

2015-09-23, 19:07:57
Reply #1

romullus

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I never do that, i don't like cheating, but if it works for you, why not? In situations when i want to reduce blue cast of skylight, i often increase turbidity parameter in CoronaSky map to something like 6-7, it gives warmer "softer" light. But main weapon against colour cast is WB balance.
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2015-09-23, 19:21:21
Reply #2

Juraj

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I also find the CoronaSky model to be slightly (but just very little bit) more saturated than I think it should, or at least compared to some other models I've seen in other renderers (find the Maxwell and Indigo ones to look most correct).

I did use ColorCorrect Node on Sky a few times before, in situations where I simply wanted it to use as diffuse Sky (with little Sun contribution), but most of the time these days, I keep it intact.

I think the only issue is the ColorCorrect node itself, which in many iterations of Max version caused slow-down on rendering. It's just shitty plugin.
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2015-09-24, 10:56:03
Reply #3

redlad

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Hi romullus,

It's always good to cheat, especially in TV series production. Sometimes realism isn't always what we want :) Thanks for the tip about the turbidity parameter.

I remember when using the same setup in Mental Ray a few years back, I felt the blue cast was always too much also.

Juraj, I agree, the CC node in Max is terrible ,but for certain situations it can be handy. The brightness parameter in it is so bad. It actually heavily affects the contrast of a texture, I avoid it as much has I can.

Thanks lads

2015-09-24, 21:55:24
Reply #4

Juraj

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It is handy, I use it otherwise on every single material :- ) But it's so so slow to use, it slows down the rendering, it's impractical and half of the features don't work as it should....

All the Max texture nodes are horrible. Now when I used perfect Unreal4 material system I cannot even look at the one in Max :- ( It's so stupid and prehistoric...
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