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Messages - iLEZ

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Gallery / Re: Cobra
« on: 2016-01-19, 08:21:35 »
This looks wonderful, care to share some more tips and tricks? Any general material tips? Is the DOF in Corona or post?
I don't know why I even bother to point it out, but the wear on the tires are identical, so I assume you used a bitmap for that. :)

Work in Progress/Tests / Re: still life
« on: 2016-01-11, 12:45:55 »
Nice render!
The bowl is a bit low poly, did you forget to enable the turbosmooth? ;) I sometimes do..

Gallery / Re: A wintery scene
« on: 2015-12-15, 11:39:16 »
I haven't tried the plugin yet but perhaps this could be handy for adding some snowy parts on the vegetation?,9944.0.html

Also some melted parts on the snowdeck would add some more depth and realism and shouldn't be that hard to achieve I guess.

That seems really helpful! I'll check it out, thanks.

Gallery / Re: A wintery scene
« on: 2015-12-14, 14:38:06 »
You should definitely check out Corona's volumetric fog, though. :)

I've finally figured out how that volume fog works, thanks for making me check. :D
This is pretty much straight out of corona, no PS except for contrast.
I think the scattering improved a lot too.

Gallery / Re: A wintery scene
« on: 2015-12-14, 13:15:26 »
I think the vegetation lacks some kind of snow covering and should be pressed more downwards. Also some specular from the humidity should give it some more realism. Perhaps if you would only have snow in some parts of the ground it could intergrate more with the overall vibe.

Not a bad idea! I wish I could emulate the frost covering most vegetation outside now, it is so complex and sparkly though, hard to know where to start. I guess I could scatter some ice crystals on the vegetation, but poly count would become a bit much, even for Corona! My 16gb machine is straining enough as it is. :D Perhaps some displacement solution.. Hmm..

Gallery / Re: A wintery scene
« on: 2015-12-14, 12:53:30 »
The atmosphere is pretty realistic, but I don't like it how the plants are scattered - some more randomization would be great. Maybe some more clumping vs empty areas? I am surprised how nice the zdepth fog came out. You should definitely check out Corona's volumetric fog, though. :)
Thanks for the reply!
I tried using the 3ds max standard volumetric fog, but somehow I couldn't get it to work nicely with my scene. I'll try the solution in the tutorial too. 
I'm not really satisfied with the plants either, I went a little too far with the clumping at first, and then I guess I overdid it in the other direction when correcting. :D Some of the models are single leafs/stems too, so perhaps I should bunch them together a bit more.

Gallery / A wintery scene
« on: 2015-12-14, 08:20:23 »
Tried some Cscatter with a simple scene that represents the current Swedish weather. :)
The fog is made with the zdepth pass. Crows are photoshoped.
Comments and feedback welcome! :)

Gallery / Re: Drones speedrun
« on: 2015-10-20, 16:06:56 »
wow. I wonder if you can give me some tips to achieve the highlight bloom/chromatic aberration in fusion?, yours looks really cinematographic.

I made you a video:  :]

It's a little bit of improvisation...

Awesome! Is the damage-category in Fusion 8? I can't find it..

Nope, fallof in shadow-light mode is not supported unfortunately.

Aw shucks! :) I can solve this anyway, but it would be cool to have.
Found the freshdesk page now by the way. That page shows up too rarely in google searches! It has some great information.

Setting the 3ds max falloff map in shadow/light-mode should render one texture in the shaded area of the model and another in the lit area. This does not seem to work in Corona, or am I clumsy? I want the night-texture to work on my earth-model without rendering a separate night-pass! :)

edit: Pressed enter too early and submitted only half my question. Broken hand, clumsy. :)

News / Re: Corona Scatter tutorial
« on: 2015-09-16, 12:13:55 »
This was really good. I like the quick post thing in the end, and as I said, the rock displacement thing was completely new to me. I'll have to try it out immediately.
Ever tried using Bercon maps to get rocks?

Maybe your texmap kills light intensity just too much. You can see how ground gets much more light without mapped intensity. Try to ramp up intensity with texmap and match it to mappless one. See if it helps.

Now that's more like it! Thanks! That was embarrassingly simple. :)

This is sort of what I am looking for. The glossyness works when there is no texmap controlling the intensity of the light mtl.

Hey! I have a crappy test-scene with some lamps. I am trying - for fun - to recreate a scene from a commercial. See attached image.
The problem I am having is that whenever I make my refraction on the light bulb the least bit glossy the filament almost completely goes away.  I'm attaching pictures with both 0.9 and 1.0 refraction glossyness.
The problem only appears when I try to map the light intensity with a Gradient Ramp. No matter how much RGB level I put in the output of the gradient ramp, the filament just disappears. The light ends up in the scene though, but the filament is only very weakly seen Is this a bug?
How do I get the light to disperse a bit more in the bulb, making it appear more instead of less, while at the same time mapping the intensity of the light on the filament?
I am using a standard glass material. 0.0 diffuse, 1.44 IOR, 1.0 reflection, some reflection glossyness.

Not a plugin really, but the VFB desperately needs a kickass native region render. I really look forward to this since I spend a lot of time tweaking materials! Sorry for going a bit off topic. :)
Newest daily builds have a usable implementation of "advanced render region" (so you can render only the area of selected object for example), so you can expect a polished version soon.

This is great news! Thanks for the tip! Is it also usable in the interactive rendering? That would be spectacular..

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