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Messages - samuelAB

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1
General Discussion / Corona & Unity
« on: 2018-02-05, 19:19:25 »
Hi,

Autodesk is going to focus on bringing Revit and 3ds Max applications to Unity for rendering, VR and AR. I was wondering if Corona is putting any focus on rendering ad light baking for Unity?

I am mostly interested in using Corona for Revit, but right now that means Corona in 3ds Max or Unity. Thanks!

https://unity3d.com/company/public-relations/news/unity-technologies-collaborates-autodesk-strengthen-link-autodesk-3ds

2
Yes I know, but it is also different in the ways that it handles modifiers and lights.

I've found that importing FBX exports give me the best balance. I'd have to go over the differences of both workflows again and document it better to make sure I understand all the differences.

I believe if you link a Revit file the lights are not grouped, so you need to tediously turn or modify them one by one. I may be wrong on this one.

3
System units are always in feet in 3ds Max, BEFORE linking

4
I've written an article that details how to create 360 rendering for the GearVR in 3ds Max, using Revit models.

https://help.insitevr.com/hc/en-us/articles/224831167

Any feedback is appreciated! I hope you have fun creating these images!


5
I can see all the maps that Substance produces being useful:
Base color
Roughness
Metallic
Diffuse
Specular
Glossiness
Normal
Height
Displacement
Bump
Ambient Occlusion
Curvature
Detail Normal

Some of these are already available from Corona. (see here for all Unity Standard maps: https://docs.unity3d.com/Manual/StandardShaderMaterialParameters.html)

My priority would be to get the isolated Lighting map or maybe even some combination of lighting + AO if possible. This will allow me to make baked Unity assets.

The Unity material has a fair amount of slots. Filling these will make for a much better material. Especially the Metallic (reflections) and lighting maps (you need a seperate legacy or custom shader to use lightmaps properly. Heightmaps are also good to bake VR models.

There's a breakdown of the Unity parameters here: https://docs.unity3d.com/Manual/StandardShaderMaterialParameterAlbedoColor.html




6
General Discussion / Re: GearVR 360 panorama best practice
« on: 2016-09-21, 20:39:24 »
LOL, I wish I could work in mm or cm, I'm from Canada, but living in NYC.

To go from Revit to 3ds Max, I'm obliged to work in inches.

7
General Discussion / Re: GearVR 360 panorama best practice
« on: 2016-09-12, 19:12:26 »
Awesome! Thanks for the clarification!

I was not aware of this new VR video, will check it out :)

8
General Discussion / Re: GearVR 360 panorama best practice
« on: 2016-09-12, 02:09:16 »
Your numbers seem very very wrong... Did you actually try this Lucky Fox? If your eyes are 6 inches away from each other, I would go see a doctor. Unless you are using centimeters.

I found this to be more comfortable, but still not ideal:

Eye separation: 2-24/32"
Eye Front Offset: 0 (no idea what this is and the documentation does not help)
Converge eyes at: 4" (estimated focal distance of the Gear VR = 1.3m)

9
I need help / Re: Baking Shadows and Lights
« on: 2016-09-08, 21:30:49 »
I think once we can bake a real light map I will be able to bake for 3d models in Unity 3D. This would be my biggest priority.

10
I need help / Re: Baking Shadows and Lights
« on: 2016-08-31, 16:56:28 »
CoronaDiffuse seems to be the exact same thing as Beauty. I'd like to get the pure light (or even the shadows) separated from everything else.

11
I need help / Re: Baking Shadows and Lights
« on: 2016-08-25, 18:31:25 »
Hi Maru!

I would like to have access to as many of the map slots in Unity as possible (using Standard or Light map material):

Albedo
Metallic reflectance
Normal Map
Height Map
Occlusion
Emission (already supported)
Detail Mask
LightMap

Right now I put the Corona Beauty in Albedo and Emission, but that is just a shortcut.

12
I need help / HDR image results
« on: 2016-08-23, 22:48:58 »
I was wondering if it would be possible to have a baked HDR image?

I do not mean an image that uses HDR lights, but an image with a very high highlight compression. Even when I put my Highling Compression at 999, the surfaces lit by the sun are pure white and I cannot see the texture underneath.

I was thinking of making two or three renders of each lightmaps at different exposures and making an HDR image from them in Photoshop, but that is very cumbersome. Did I miss a setting that would allow to render an HDR image?

I've attached two images showing an overblown area at different exposures.

13
I need help / Baking Shadows and Lights
« on: 2016-08-23, 19:10:05 »
When I try to bake a "Corona_Light" map in Corona, it turns out as pure black. Is there a special operation that needs to be done for this to work?

It would also be nice to have access to baking some of the elements from the "Render Elements", such as indirect lighting and shadows.

Thanks!

14
General Discussion / Re: About IES lights and reflections
« on: 2016-08-11, 21:23:24 »
IES lights are not fake, it's the opposite. Lights that are not based on IES are based on fantasy perfect distribution (cone, sphere, half sphere, etc). The shape of the luminous opening or emissive area should always be supported.

15
General Discussion / Re: GearVR 360 panorama best practice
« on: 2016-08-11, 21:18:50 »
Geat! I work for InsiteVR, we support 360 renderings and I'm writing a detailed article on how to render architectural 360 images with Corona for the GearVR from Revit model :)

Our website: www.insitevr.com
Our 360 documentation (currently updating) help.insitevr.com/hc/en-us/categories/201948368-360-Images

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