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Messages - matsu

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31
Alright. Good to know that you know. Hoping for a fix in the near future. :)

32
I am lighting an interior with CoronaLights. The lights have directionality and I have the "prevent black appearance" checked. Directionality set to 0.5.

Camera is placed outside of the building. There are glass windows between the lights and the camera.

If I render the scene with the glass in place (that is in front of the lights) they turn black, i.e. the effect is ignored. If I hide the glass, the effect is working properly.

Surely, this can't be intended?

33
Gallery / Re: THE LAKE HOUSE
« on: 2017-06-18, 23:59:19 »
Oh! Very nice!

What plant models did you use? Very realistic.

Thank you!:) It is Evermotion vol.124, 126
Cool. I aparently need to update myself on Evermotion's content, then. Thanks!

34
Gallery / Re: Taipei residence part2
« on: 2017-06-18, 03:51:09 »
I like it a lot! Great work.

35
Gallery / Re: THE LAKE HOUSE
« on: 2017-06-18, 03:44:35 »
Oh! Very nice!

What plant models did you use? Very realistic.

36
I need help / Re: Material Preview Brightness?
« on: 2017-06-14, 14:15:10 »
Looked into Cecofuli's solution, and found an old post by Ondra.

Now using
float mtlEditor.lightsIntensity = 0.75
float mtlEditor.lightsSize = 1.25

and it's working pretty well. :)

37
I need help / Re: Material Preview Brightness?
« on: 2017-06-13, 15:14:59 »
In general, I like how the mat editor preview "scene" looks. I would just like a an EV slider, to adjust the brightness. Or possibly a light lister of sorts. Changing the color of the mat editor lights would also be very useful.

38
I need help / Material Preview Brightness?
« on: 2017-06-10, 02:40:48 »
As of late, I've been a bit bothered by my material preview's brightness. I do not remember having these issues prior to 1.6, but I could be wrong.
In any case, my problem is that bright materials look burned out easily. The material in the attachments is a material without reflection, and the diffuse value set to RGB 180. The second attachment has a Threshold of 255 applied in PS to show which pixels are completely white.
Max's gamma set to 2.2 (+ affect mat editor).

I'd like a "VFB exposure settings apply to mat editor"-button, or something. Or maybe I'm just missing something here...

39
Sounds like you have some issues with your color settings in PS. That is a big topic, and I won't go into detail here (there's lots of reading online if you really want to learn), but a simple tip is to use sRGB for your main profile. From my experience it works the best from VFB to PS to Client to Publish/Print.

40
I need help / Re: Soften Volume Material edges?
« on: 2017-06-02, 16:28:20 »
Went back to my old scene and applied this method. It will not solve the hard edges that might appear "inside" the object, but it will take care of outer edge.
Attaching the volumetrics element for comparison.

A bit cumbersome, but worth it if you're working on a still image, I guess.

41
I need help / Re: Soften Volume Material edges?
« on: 2017-06-02, 14:50:21 »
Tried that CRAZY idea, and it works as long as the mesh doesn't "self intersect" (from the camera POV). If it does, you get all these weird artefacts. (See attachment 1).

HOWEVER another totally crasy idea, is to use any map and set it to "Environ" instead "Texture". Then set the mapping to "Screen". In the example I used a gradient ramp, but I guess you could select a bitmap and in Photoshop, paint in the areas you wanted softened.

Actually, I had to try it out, so I added the one more pic. Smileyface indicates it works. :)

42
I need help / Re: Soften Volume Material edges?
« on: 2017-05-30, 18:30:59 »
Ah great! Looking forward to the update, then.

43
I need help / Soften Volume Material edges?
« on: 2017-05-30, 01:13:19 »
Been trying to make some nice mist with the volume material. For the most part, it works the way I want it to. (Comparing the reference photo to my mockup scene. Pretty close.)

There is however one thing that is bugging me, and that is the hard edge of the vol mat that seems impossible to get rid of. (Look at the volumetrics element.)
The Boundary published this blog post where they use a displaced mesh to get a more blurred, or rather jagged, edge. That is one way of doing it, but a rather unpractical one for large scenes.
I have tried using falloff- and other maps. It works on simple objects, but not obejcts like the one in my scene. 

Is there some other way I have overlooked?

It would be great if the material had a "soften edges" checkbox - either tied to a distance from the edge, or a as value of pixels in the render.

And while we're on this topic: Do you think it would be possible to add a "clip fog object at camera position"-checkbox, so you'd never have to worry about your camera entering the volume object? (Either that, or just make it work even if the camera is inside the object.) :)

44
Gallery / Re: A Corona Sketchbook
« on: 2017-05-15, 22:08:01 »
Impressive! Great work. Will follow your Artstation for more.

45
Very nice. Love your work. Also love how you give some of it away for free!

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