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Messages - petrorosengren

Pages: [1] 2
1
Gallery / Re: Among the hills (contemporary villa interior)
« on: 2019-05-21, 20:24:24 »
I try to keep it as linear as possible from the frame-buffer, but sometimes I tweak highlight compression a little bit, as even PS can have trouble with overburnt highlights .. Then it's just camera raw and simple adjustments layers + some custom luts for finals...  back in a day I used to overdo my postpro a lot, so I want to learn from it and try to keep it very simple and subtle

Awesome, I figured you had some custom tone mapping/post processing going on. The images reminded me of Jakub Cech's work quite a lot (who uses a similar post processing setup as yourself if I'm not mistaken). I've tried going down this road in the past but it becomes a bit cumbersome when needing to rapidly iterate/tweak materials due to the VFB/final output differences.

I feel like tone mapping is one area that is hugely overlooked, so far for me Dubcat's ACES/Cannon 5D settings have gotten me the best 'out of the box' results from Corona, but still not a patch on FStorm's godly tonemapping.


What are the settings of Dubcat? Can you lead me to the discussion?


Great work with the rendering!

2
Gallery / Re: The Pool House
« on: 2019-05-05, 17:06:32 »
Love it! Very Nice!

3
Thanks!
It seemsto work well on sweep with large corner radius, but with sharp corner it fuck up the uvws totally!

4
Hello!

I want to Uvw-map a spline with a sweep on it. Is there a way to make the uvws to follow the splines direction?
Talking 3ds max now.


5
I need help / Re: Render "hidden" object in a Mask
« on: 2019-01-09, 16:32:08 »
Great thank you!

I will clarify my use for this: I want to use 3D people as height and size reference for my Cut out people  in Photoshop.
So it would be convenient if I could place all my 3D people, having them not visiable in the Beuty render but only in my Mask render element.

6
I need help / Render "hidden" object in a Mask
« on: 2019-01-08, 11:01:12 »
Hello!
Is there a way to render a hidden object (or not "visible to camera") in a seperate mask.
I want the object only to appear in the mask render element

7
Resolved bugs / Re: Rendering starts over at Pass limit
« on: 2018-12-07, 11:26:23 »
Yes Corona 2 version.

8
Resolved bugs / Re: Rendering starts over at Pass limit
« on: 2018-12-07, 10:52:09 »
Great thank you for the replay!
I will try that, think we use STD camera on old habit. Will look into Corona Camera :)

9
Resolved bugs / Re: Rendering starts over at Pass limit
« on: 2018-12-07, 10:33:29 »
Yes its a standard target camera with depth of field enabled.

Is the multipass effect the problem?

10
Resolved bugs / Rendering starts over at Pass limit
« on: 2018-12-07, 09:30:27 »
Hello!

I have a problem when using pass limit (200 pass). The render starts and everything looks fine, but when reaching 200 pass the render restarts from scratch without saving any passes via render output.

Anyone seen something similar?

Best regards!

11
I need help / Normal pass to create lighting mask
« on: 2018-06-13, 20:24:14 »
Could not find much about Normal pass in general when searching internets. Is someone using it for creating "luminosity"masks in photoshop? I was thinking of maybe it could add some highlights in the right lighting direction for leaves etc.

12
I need help / Re: Problem with 360 spherical Black lines
« on: 2018-05-21, 14:31:23 »
Hello!

Ty for your answer, I restarted 3ds max and now it seems to be ok!
I will try some more and see if it works.

13
I need help / Problem with 360 spherical Black lines
« on: 2018-05-21, 14:23:03 »
Hello!

I have a problem with black lines/ dots when rendering with Corona Camera 360 Spherical.
It apperas also when using Corona Camera modifier. It disappers when rendering in the Corona Interactive.

Do I have some settings that i missed?

BR /
Peter R

14
Corona Goodies! - User contributions / Re: Panorama Exporter
« on: 2018-05-21, 10:27:54 »
You are a master DeadClown, thank you!

15
General CG discussion / Re: Map that rotates bitmap
« on: 2017-11-11, 17:18:06 »
Thanks for the replay!

I was thinking more like a function for creating none repeating materials...the trick where you rotate the texture and blend it to the none rotated.

Would be nice to do it with out two bitmap "nodes".

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