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Messages - piotrus3333

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1
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-10-02, 17:30:49 »
assumption1: we put our textures and lights through aces transform. all that goes to non spectral renderer that sees just different numbers (aces primaries). math of light transport is the same in both cases. output is another bunch of numbers that describe scene referred color data. transform it again so it looks good an 8 bit display. since all that started with data described by limits of rgb representation nothing new will appear here.

assumption2: since aces is wide gamut color space it can do more than any rgb space. so you can provide the rendering engine with more data if you can somehow capture it.

thats just my take on the thing. input data limit the output no matter how crazy the math in between.

2
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-10-02, 16:06:03 »
I just dont see aces space as something better for rendering purpose. I was expressing my opinion as an answer to “why is it better?” question few posts ago.

3
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-10-02, 15:07:04 »
What's more, the way RRT/ODT handles colorspace conversion gives results way closer to a film response.

aces will not tonemap scene referred image. you will still need to transform it for the display device.

4
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-10-02, 11:03:55 »
Also has there ever been a thread explaining ACES and why its better?
aces’ purpose is to help film industry to manage their color input. imagine the number of image capture hardware used, all with different ways of representing captured scenes. than try matching footage from 5d, iphone, red dragon and vfx on top of it. aces makes it easy.
we have it easy from start - most renderers that we use output basicaly the same stuff: hdr color defined by rgb primaries, usualy in a form of half float exr.
long time ago Vlado posted on chaos group forums regarding rendering in aces colorspace. and if I remember correctly you should be able to switch to aces in VRayNext. not sure if it’s there yet though.

5
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-07-06, 18:24:00 »
all clear, thank you.

6
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-07-06, 15:40:22 »
...dimms „Diffuse” part to balance the energy.

7
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-07-06, 15:29:08 »
correct me if Im wrong but „Diffuse” in corona mat describes total reflectance (diff + direct). when you add „Reflection” on top of that Corona dimms diffuse part to balance the energy.

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Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-07-06, 13:12:56 »
4% or 24% does not matter as long as diffused reflections are dimmed by direct ones. that looks ok to me in Corona but I also never bothered with side-by-sides.

9
Work in Progress/Tests / Re: dubcats secret little hideout
« on: 2018-07-06, 11:11:55 »
finally. thx for educating people about flares on hdris.
another thanks for all of you guys chasing fstorms tone mapping. great work. I'm spending more and more time on this forum because of content like that.

quick question about paint color samples: why subtract 4% form 13% LRV when corona's mat does energy conservation for you?
and what about doing it with composite map from max? (attached). 13% gray map and color sample on top in "color" blend mode plus maybe lowering saturation a bit in some cases (oversaturated samples made looking nice on screens)

10
add two gradients. black to red and black to green. red gives you X and green - Y. render that in resolution you need.
16bit minimum and full float optimal - you need separate values for all the pixels in the image and accommodate for distortion.
than distort it to your liking with whatever software you have (example attached).

11
it's just a sample made for 8mm lens camera so the look is pretty extreme. the point is you can put any projection you can imagine into texture like that.

12
try this texture as distortion map in camera:
https://we.tl/8G2rSuMg8m

1920x1080 resolution should work best with this one.

13
General CG discussion / Self updating masks in Photoshop
« on: 2018-03-24, 21:24:07 »
Quick tip for compositing in Photoshop:


14
General Discussion / Re: chromatic aberration in Corona
« on: 2018-02-22, 11:08:45 »
my examples from first post were done with flat lens. some even with single polygon lens (single polygon unfortunately not in corona).
agree on the level of usefulness though.

15
General Discussion / Re: chromatic aberration in Corona
« on: 2018-02-22, 10:50:13 »
Why would you want to couple color aberration with distortion? distortion has separate dedicated tools in probably every virtual camera in every package.
flat "lens" with dispersion is enough.

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